The SuperD modeler uses the industry standard, recursive subdivision (SubD) interface, in which a control cage is constructed and manipulated (the white wireframes in the images above, see the tutorials on the learn page for more details). It does so without the troublesome extraordinary points or patch clusters that accompany traditional SubD modeling. SuperD employs a patent pending surfacing technology that produces high quality, water tight surfaces. Existing SubD models can be used, or created from scratch. Output for .OBJ and B-spline surfaces is a button away.
High quality surfacing is achieved using modern N-sided patch techniques that avoid the dimples and patch clusters of SubD. In tech jargon, they often approach C2 continuity as seen in the reflective, isophote, and contour renders above.
The difference between SubD and SuperD can be seen in the identical input heads above. The dimpling is clearly evident along the horizon in the reflection of the SubD version.
One of the most discerning tests for surface quality for a SubD modeler is to render the simple sphere. Above, are four images of the sphere. The first shows a contour slicing, then the isophote, and then the simple sun shading. Finally we display the 3-sided patches (red boundaries) that constitute the sphere.
SuperD has superior edge and point sharpening abilities. The Viking axe and sword use it to sharpen blades, points, and round of handles. The axe illustrates texture mapping (wood on handle and metal on axe head). As parametric surfaces, SuperD accepts turnkey texturing as easily as any other surface.
When SuperD surfaces are created according to common sense techniques, the results are 'watertight', which means there are no cracks between patches and subsequent polygon files. These files 3D print with no extra work needed, no healing or normal reversals. Common sense means no self-intersecting or deleting faces to make holes.