Keep base meshes light—let V-Ray subdivide at render-time.
Render-time subdivision (Catmull–Clark) refines geometry only where the camera needs it, replacing heavy modeling-time Subdivision/TurboSmooth. This keeps scenes interactive, reduces memory during lookdev, and preserves maximum flexibility for displacement and close-ups.
Why render-time subdivision
- Performance: View-adaptive tessellation adds detail where it contributes to pixels, not uniformly everywhere.
- Memory: Lower base poly counts mean lighter scenes, faster loading, and more stable network/GPU jobs.
- Quality control: Consistent edge length in pixels gives predictable sharpness across shots and focal lengths.
- Pipeline agility: Swap LODs or proxies without re-authoring modeling modifiers.
Practical settings that work
- Edge length (pixels, view-dependent):
- Hero objects: 1–2 px
- Mid-ground: 3–6 px
- Background: 8–16 px
- Max subdivs (refinement limit):
- General use: 2–3
- Extreme close-ups/displacement: 4–5 (monitor memory)
- View-dependent: On for shots; Off (scene units) only for special cases like turntables.
- Continuity/crease support: Enable “keep continuity” and respect hard edges/crease sets to preserve design intent.
Workflow tips
- Model low, shade high: Use smoothing groups/normals for general smoothness; let V-Ray handle final tessellation.
- Avoid double-subdiv: Disable or set viewport-only modeling subdivision modifiers when rendering.
- Displacement synergy: Pair render-time subdivision with displacement using a consistent edge length; clamp displacement bounds to avoid over-tessellation.
- Per-object overrides: Tighten edge length only on hero assets; keep background assets coarse to save time.
- Animation stability: With view-dependent mode, tessellation adapts per frame; lock camera for approval comps when comparing noise/texture detail.
- Creases and hard edges: Use crease sets (or hard edges) to maintain controlled bevels without extra topology.
- UV integrity: Ensure clean, non-overlapping UVs; enable “preserve UVs” if available to avoid texture swimming.
Common pitfalls to avoid
- Overkill edge lengths that explode poly counts—profile memory on hero shots first.
- Stacking displacement and tiny edge lengths everywhere—raise edge length where surfaces are flat.
- Subdividing instances unnecessarily—leverage instancing; apply overrides only where needed.
- Ignoring GPU limits—verify render-time subdivision support and VRAM headroom before switching engines.
QA checklist
- Check wireframe renders on hero assets to validate edge density.
- Compare turntable (units-based) vs. shot (view-dependent) tessellation for consistency.
- Log and monitor peak memory when increasing Max subdivs.
Need guidance choosing versions or building a consistent studio template? Consult the experts at NOVEDGE, or explore V-Ray licenses and upgrades on NOVEDGE for tailored solutions and support.






