LightWave 3D 9 Adaptive Pixel Subdivision - TOC

1. Introduction
This shows examples of what will be covered in the rest of the material

2. Subpatch vs CC pt1
This compares the differences between Subpatches and Catmul Clark SubDs and explains how each subdivides.

3. Object level lod pt2
This shows how the per object subpatch level actually changes when distance gradients are used.
It covers how to use gradients to determine zones of detail to avoid popping.

4. polygon level lod pt3
This show how the subpatch level actually changes on a per polygon bases when distance gradients are used. This explains how to optimize a mesh and gradients to take the most advantage of this mode.

5. polygon level texture lod pt4
This shows how the subpatch level per polygon actually changes when textures are used to control the subpatch level. It explains how to optimize geometry to get the per polygon subpatch level to change properly and how to control the result. UV and weight maps are explained as well as how to make it work with procedurals (this is unique to our videos).

6. pixels per poly pt5
This explains how the subpatch level of each polygon is controlled by the per pixel setting. It explains what factors control how polygons are subdivided by such things as polygon orientation, distance, angle and screen resolution which are all factors that effect the subdivision level.
Also the use of UV and Weight maps to control details are covered.

7. pixels per poly pt6
Continuation of part 5

8. Volcano model
This shows how to start modeling and setting up UV maps to place details in particular areas as well as how to control the level of detail in particular areas.

9. Volcano surfacing pt8
This shows how to use Nodal as well as APS to get proper displacements and level of detail as well as how to create animated displacements using procedurals along UV maps.

10. Volcano final pt9
This shows the final steps to finish the project where the previous principles are all brought together.