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View Full Version : Sweet HyperNurbs Tip!


Manwich
11-29-2003, 06:43 PM
What a sweet tip!

I just got my new computer arts mag and in it there is a tip for owners of cinema CE obviously to concide with there cover release but i just never thought about it!

Its for getting hard edges on hypernurbs without extra complexity by adding more polys!

What you do is highlight the polys where you want a hard edge and then disconnect them using <Structure->Edit Surface->Disconnect> the hyper-nurbs continues to smooth the rest.

It never occured to me before to do it that way without upgrading to v8 with it nurbs weighting.

By the way if you want to later weld the poly back into place you can highlight everything and use <Structure->Optimise>

Just for those out there which this never occured to in the past!!

Keep it coming Computer Arts!!!

Manwich

thorn3d
11-29-2003, 07:13 PM
Disconnect has other uses as well... for example, say you have a mechanical object with a lot of sections and bevels, and you cannot find the magic number for the smoothing angle - it's either ALL smoothed, or completely faceted. Simply select a problem area (say, a particularly shallow beveled polygon group) and Disconnect it.

thorn

tcastudios
11-29-2003, 07:34 PM
Now this -have- to theTip of the Week!

Never occured to me and it works great!
:thumbsup:

Lennart

dfaris
11-30-2003, 04:21 AM
WOW, this is a great tip, I wish we had a sticky thread with tips like this one. Thanks for posting.

fr1day
11-30-2003, 04:28 AM
Cheers, Manwich :thumbsup:

Cartesius
11-30-2003, 04:51 AM
So simple, yet so effective... Now I just have to rethink my habit of optimizing constantly. :) Thanks for the tip!

/Anders

Cyborgguineapig
11-30-2003, 08:21 AM
haha what! SO Inner extruding by 0.01 twice isn't as effective? HAHA jk. No wonder some of me models slowed down my cinema, Thanks for this tip:thumbsup:

JamesMK
11-30-2003, 09:08 AM
WOW, this is a great tip, I wish we had a sticky thread with tips like this one. Thanks for posting.
How about http://www.cgtalk.com/showthread.php?s=&threadid=12977

astrofish
11-30-2003, 01:13 PM
One of those truly useful tricks that's obvious in retrospect...

Cheers - Steve

Manwich
11-30-2003, 02:20 PM
I'd just like to say that i accept no credits for this tip it was purely me reading through my new computers arts mag issue 91

so in future if you see it on the shelves you may wish to purchase it!


Manwich

sebek27
11-30-2003, 03:51 PM
so this will work kind of like edge weighting ? is there anyway to do edge loop/ring in v 7.3 ?

sebek27
12-01-2003, 01:45 PM
... anyone ?

Cartesius
12-01-2003, 01:54 PM
I remember using the plugin SelectPlus extensively in XL7. It lets you select belts or rows of both polygons and points. Very useful and available from Plugincafe.com.

/Anders

thorn3d
12-01-2003, 02:18 PM
Originally posted by sebek27
so this will work kind of like edge weighting ? is there anyway to do edge loop/ring in v 7.3 ?

It's kind of like edge weighting, i guess... if you had a completely creased weight. But it's not the same thing - in some situations one would be better than the other.

Try it yourself to see the difference.

As to edge loops in 7.3 - well, v7 doesn't have edges. You can get a point loop via one of the Aquarius plugins, and convert that to a poly loop (or vice-versa).

thorn

sad
12-01-2003, 02:54 PM
just wanna let you know that the http://www.c4d-treff.de plugin-list has been updated to more than 400 plugins, xpresso-nodes, etc. i´m sorry guys but i only made german descriptions.

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