The 3D Handbook
Key term

Edge crease

A sharpness value stored on edges (or vertices) that tells subdivision to keep them sharp for some or all levels, instead of adding support loops.

modelingsubdivisionhard-surface

An edge crease is a sharpness value stored on an edge that changes how subdivision treats it. A creased edge resists smoothing, so a corner can stay tight without extra support loops. Maya describes the benefit as shapes "that transition between hard and smooth, without increasing the resolution of the base mesh" (Maya 2022 Help: Crease polygonal edges and vertices).

Creases can also be set on vertices, which keeps a single point sharp, such as the tip of a cone (Maya 2022 Help: Crease polygonal edges and vertices; OpenSubdiv documentation: Subdivision Surfaces).

#How crease values work

The idea comes from semi-sharp creases. OpenSubdiv stores "sharpness values or 'weights' associated with edges and vertices" that modify the subdivision rules (OpenSubdiv documentation: Subdivision Surfaces):

  • 0 has no effect: the edge smooths normally.
  • 10 (OpenSubdiv's maximum, "a number chosen for historical reasons") makes the edge infinitely sharp (OpenSubdiv documentation: Subdivision Surfaces).
  • Values in between keep the edge sharp for the first few subdivision levels and then let it smooth, which produces a small rounded edge.

Maya's help explains the number: a crease value "indicates the amount that each level of a subdivision is creased", so "a crease value of 2 means that the base level and first level edges are fully creased, but finer level edges are not creased at all" (Maya 2022 Help: Crease polygonal edges and vertices). The higher the value, the sharper the result (Maya 2022 Help: Crease polygonal edges and vertices).

Four squares, each a grey dashed cage with an orange smooth shape inside. With crease 0 the shape is almost a circle; with crease 1 the corners are slightly tighter; with crease 2 tighter still; fully creased gives a perfect square.
The semi-sharp idea in 2D: the corner stays sharp for as many levels as its crease value, then smooths. Higher values give a smaller radius.Diagram by the handbook author, computed with the curve form of the subdivision rules
Four subdivided cubes in a row. The first has rounded into a ball, the second and third are rounded cubes with progressively tighter edges, the fourth is a sharp-edged cube.
Blender cubes with every edge creased at 0, 0.5, 0.8 and 1.0, under a level 3 Subdivision Surface modifier. The edge radius shrinks as the crease rises.Rendered in Blender 5.2 (Cycles) by the handbook author

#Semi-sharp and fully sharp creases

OpenSubdiv's reasoning is about realism: "real world surfaces never really have infinitely sharp edges, especially when viewed sufficiently close", so it "is often preferable" to set the sharpness lower than the maximum (OpenSubdiv documentation: Subdivision Surfaces). A constant semi-sharp value along a chain of edges makes something like a fillet "without adding extra rows of vertices" (OpenSubdiv documentation: Subdivision Surfaces).

There is a technical reason too. An infinitely sharp crease is a break in the surface's tangent, so its normals are discontinuous: "displacing along the normal will likely tear apart the surface along the crease" (OpenSubdiv documentation: Subdivision Surfaces). If you plan to displace a creased model, use semi-sharp values.

#In different tools

subdivision surface modeling · control cage and limit surface · support loop · bevels and chamfers · hard-surface modeling

#Further reading and watching

References

  1. Autodesk · Crease polygonal edges and vertices · Maya 2022 Help, 2022 · docs · accessed 2026-10-21
  2. Pixar Animation Studios · Subdivision Surfaces · OpenSubdiv documentation (source file on GitHub) · docs · accessed 2026-10-21
  3. Autodesk · Edit Mesh > Crease Tool · Maya 2012 Help, 2011 · docs · accessed 2026-10-21
  4. Blender Foundation · Edge Data · Blender Manual (source file, main branch), 2026 · docs · accessed 2026-10-21
  5. Blender Foundation · Subdivision Surface Modifier · Blender Manual (source file, main branch), 2026 · docs · accessed 2026-10-21

Last updated 2026-10-22