You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 3 Current »


Page Contents ×


The VRayNURBSTessellation node is used to control the quality of the NURBS subdivision of multiple NURBS surfaces with a single node.


UI Paths



||Select NURBS surface|| > V-Ray Shelf > V-Ray NURBS tessellation

 ||Select NURBS surface|| > Create menu > V-Ray > V-Ray NURBS tessellation




Generate static geometry – when on, V-Ray will subdivide the NURBS surface into triangles before the actual rendering has begun. This allows the building of a faster intersection structure, but takes more memory. When off, NURBS surfaces will be treated as dynamic geometry, similar to Subdivision meshes, and will be converted into triangles on the fly. This saves memory for other purposes, but may be slower.

Max tessellation depth  this parameter controls the maximum number of triangles that V-Ray is allowed to generate for this NURBS surface. Note that this number is proportional to the logarithm of the actual number of triangles, so you don't need very high values. Also if you want to lower the quality of the NURBS surfaces, it is better to do this by increasing the Curvature threshold parameter, rather than lowering this one.

Curvature threshold  decrease this parameter to allow V-Ray to subdivide the NURBS surface more, for a smoother result. Increase it for faster rendering and less RAM usage, but lower quality.