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lutz
07-25-2002, 02:19 PM
Hi!

Why is nurbs texture mapping much easier than polygon texture mapping?
I was told that this is a fact. I know polygon texture mapping can be very difficult, but I don't have nurbs experience yet.
Thanks in advance.

Regards,
lutz

matty429
07-25-2002, 05:58 PM
Im Mostly just guessing here but i think its because Polys will generally have a more rigid - Flatter surface causing creaces in the auto mapped textures.....Soo with nurbs ..you WILL have a smoother result....but I'm guessing with polys the texture mapping is designed for a more streamlined and controlled environment...

underdog
07-25-2002, 08:15 PM
Nurbs have UV's built in, you don't have to lay them out. When you create a nurbs surface it will already have its uvs ready to go.

With polygons you have to map and lay them out.

lutz
07-28-2002, 06:41 AM
Is it possible to convert polygons into nurbs? :wavey:
Maybe there's again this daydream I have... :bounce:

Regards,
lutz

CitizenVertex
07-28-2002, 06:49 AM
In Maya 4.5 you will have this option.

-wT-
07-28-2002, 02:08 PM
Originally posted by CitizenVertex
In Maya 4.5 you will have this option.

Actually, no poly -> nurbs, but subdiv -> nurbs... I can tell you that you're superman and one helluva scientist if you can make a working poly -> nurbs converter ;)

lowkey
07-28-2002, 08:02 PM
how about NURBs -> polgons ... ?! :shrug:

i thought that converted NURBs surfaces have their UVs already baken into the resulting polygonal geometry ... ain't that an option ?

-wT-
07-29-2002, 01:02 PM
Sure NURBS -> polys is easy, and also in 4.0 (If you haven't noticed)
Am not sure of what you mean by converted NURBS though?

lowkey
07-29-2002, 01:36 PM
well, what i meant by "converted NURBs" is NURBs surfaces, which have been converted to POLYs ! ;)

CitizenVertex
07-29-2002, 01:58 PM
Originally posted by -wT-


Actually, no poly -> nurbs, but subdiv -> nurbs... I can tell you that you're superman and one helluva scientist if you can make a working poly -> nurbs converter ;)

I'm sorry, you're right. My mistake. But, you can go poly->sub->NURBS, so you pretty much do have that feature.

They could make this feature easily, but it probably wouldn't be useful. Your polygon mesh would have to adhere to a rigid set of rules, it's have to be all quads and subdivided uniformly. Then they could just use the poly mesh as a CV/Hull cage. It'd be a very unforgiving tool.

-wT-
07-29-2002, 06:30 PM
Originally posted by CitizenVertex


I'm sorry, you're right. My mistake. But, you can go poly->sub->NURBS, so you pretty much do have that feature.

They could make this feature easily, but it probably wouldn't be useful. Your polygon mesh would have to adhere to a rigid set of rules, it's have to be all quads and subdivided uniformly. Then they could just use the poly mesh as a CV/Hull cage. It'd be a very unforgiving tool.

Exactly, so the advantage of polygon modeling would be lost, so why not just model the thing with NURBS from the beginning.


And don't know about the UV's being laid out when converting from NURBS -> poly, sorry lowkey

lowkey
07-29-2002, 09:30 PM
not a problem at all, hehhehe ... ;)

i thought, i read something about it in the maya documentation files ... if this was true, there would be no problem/difference in modeling NURBs instead of POLYs, eh ?! hmmmm ... :hmm:

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