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View Full Version : NURBS Modeling Question - Fillet/Trim Stuff (Former LWer)


McC
02-22-2005, 02:57 AM
Inspired by the Gmask NURBS car tutorial, I dove head-first into doing some NURBS modeling and quickly found myself with a problem.

http://wec.mcc3d.com/media/problem1.jpg

I want to make these all part of the same surface. What do I do?

Extended information:
I'm modeling a starship presently for a small production some friends and I did. The part above is the shuttlebay, which in terms of design is inspired by Star Trek-style clamshell landing bays. I'm trying to achieve the same look with this design. I chose NURBS as the method simply because Maya doesn't appear to have a "project" function for polygon modeling (which I find utterly bizarre).

I'm of intermediate-level experience with 3D in general, but a relative newb when it comes to Maya, which I've only started getting acquainted with in the past five months through my school. My background is LightWave, if any former LightWavers have any assistance and insight they can provide.

failure
02-22-2005, 03:58 AM
I want to make these all part of the same surface.

Why do you want do that?

McC
02-22-2005, 04:02 AM
...um, why wouldn't I? Otherwise, there's a large and hideous gap between the components. They're part of the same contiguous structure. Why wouldn't they be joined?

Kabab
02-22-2005, 04:04 AM
You don't need to make them one object if you want them to behave as one object just group them.. As long as the surface edges touch then you will see no gaps :)

McC
02-22-2005, 04:10 AM
:shrug: That seems utterly incomprehensible to me...is that seriously the 'normal' approach in Maya for a situation like this?

Anyway, it's also problematic, as there's this to consider:

http://wec.mcc3d.com/media/problem1a.jpg

twistedpoly
02-22-2005, 05:28 AM
set the tesselation to the max

McC
02-22-2005, 05:44 AM
Gaps still exist (http://wec.mcc3d.com/media/problem1b.jpg).

Those gaps show up in a render, too, so it's not just an OpenGL glitch. :sad:

Kabab
02-22-2005, 06:49 AM
This situation is compleletly normal don't panic!!

Set the tessalation back down to something normal :) Now all you have to do is check on the "smooth edge" option, its in the tessalation settings and hit render! Even though there looks like gaps in the modeling view port they will be gone in the render.

With the Maya SW render under the render menu set you can set global object tessalation or if your using mental with the approximation editor!

And there you have it a seemless multi patch nurbs object!

plotz
02-22-2005, 01:34 PM
In your last pic you were setting your display resolution...not your render resolution. When it coms to NURBS modeling never judge the final results by what your software shaded views look like.

The easiest way to see what you're doing with your NURBS rendering settings is to turn on the display tesselation setting in the attribute editor. (See pic.) This will allow you to adjust the surfaces conversion to polygons interactively.

You can also select all of your surfaces and let maya guess the settings by choosing the "Render> Set NURBS Tesselation" command. (See pic.)

You don't want to try and join all the trimmed surfaces into one...it's not the way NURBS work. Maya will let you try it...but it's not going to be pretty.

If you absolutely need only one surface for some reason, then you'll need to find a way to build it with non-trimmed NURBS surfaces that are all equally parameterized. Not an easy task.

McC
02-22-2005, 04:14 PM
Got it.

Thanks guys! You're life-savers. At first it wasn't working, despite having the main object at 0.999/12, but when I cranked up the fillet as well, it started working fine.

I'll probably be back with yet more questions on this method and NURBS in general. :)

*shuffles back to his workstation, still trying to wrap his head around the idea that the objects need not be contiguous* ;)

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