query: Roughness at Modeling
positive_passages.docid: 7704
positive_passages.text: Keep sharp edges when using subdivision surface
negative_passages.docid: 45472
negative_passages.text: Subsurf modifier rounding sharp edges
negative_passages.docid: 25539
negative_passages.text: Algorithms for automatic model selection
negative_passages.docid: 125051
negative_passages.text: Subdivision Surface on curved mesh
negative_passages.docid: 53668
negative_passages.text: I'm using a high number of samples. Why is my render coming out in low quality?
negative_passages.docid: 108702
negative_passages.text: How can I model this kind of thing?
negative_passages.docid: 79976
negative_passages.text: Feature Scaling and Mean Normalization
negative_passages.docid: 156428
negative_passages.text: 2.8 Adaptive Subdivision
negative_passages.docid: 74020
negative_passages.text: Curve Object Deformed by Curve - Distortions (Artefacts)
negative_passages.docid: 108512
negative_passages.text: Why is the mesh deformed when sculpted with Subsurf modifier?
negative_passages.docid: 11331
negative_passages.text: Smoothing polygons in contour map?
negative_passages.docid: 135800
negative_passages.text: Validation of Models with Different Scale Data
negative_passages.docid: 22557
negative_passages.text: Choosing the best model from among different "best" models
negative_passages.docid: 5303
negative_passages.text: isolated non-normal surface singularity
negative_passages.docid: 31874
negative_passages.text: Smooth transition between two materials
negative_passages.docid: 141555
negative_passages.text: Knots in Smoothing Splines
negative_passages.docid: 78939
negative_passages.text: Parametrisation of the surface a torus