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sedric
09-26-2002, 03:00 AM
hello fellas, i have a nurbs modelling question relating to cars and filleting.

i have filletted these surfaces and everything seems cool, but in the perspective and render views, i see these small areas where things dont line up. i seem to get these little slivery areas between the surfaces,

http://www.planetquake.com/quakebreak/nurbs_stitch_problem.jpg

http://www.planetquake.com/quakebreak/nurbs_stitch_problem2.jpg



how do i get rid of these? they really ruin the look if the panel... i have already played with the surface tesselation, and that didnt seem to help much.....how do i do it?

thanks a lot for you help,

sedric

halo
09-26-2002, 12:18 PM
play with the tolerance and bias...

Mananetwork
12-01-2002, 09:47 AM
I had the same problem when i used NURBS to model a car. Those things happen. NURBS aren't perfect, but there pretty damn close. All i suggest is maybe adding isoparms between the fillets. THe fillet it self has enough already. Try maybe reducing the horizontal isoparms, and maybe only having like 3 and not 10.
But to tell u the truth, if u take the whole car in full persp no one will be able to see that gap.
Don't worry, it's really small

mushroomgod
12-01-2002, 10:17 AM
halo's right...play with the tolerance and bias..


make sure you still have history though, once you have deleted history you can no longer change it.

beaker
12-01-2002, 04:51 PM
opengl displays arent perfect so you can see cracks in the surface even if they arent there. Only way to tell for sure is to software render it. If they are still there in the software render then most likely need to up the tesselation. Turn on smooth edge in the advance tesselation attributes and increase the amount of polygons it is tesselating to.

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