View Full Version : Nurbs problem
Tim007 08-05-2005, 06:59 AM I made a nurbs surface, trim circle to it and make U loft surface from two circles.
Then just make a blend surface between it. Everything looks allright but when i render an image there are some black points around the blend surface on nurbs surface. I dont know how to solve this, please help me.
I try render it with mentalray, finalrender and default scanline, but its same.
And this problem is same on poly object with turbosmooth modifier on it.
I think, its because there are only square polygons and where is too high curvature, polys are not planar. But i dont know, please help.
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Is-boset
08-05-2005, 01:47 PM
Hi Tim007 is a very difficult issue manipulate NURBS in max, cause the system is out to date, for 3D Max team they put NURBS system in max just for have this feature in the application but this system wasn't developed since Max v.3. So for that reason is difficult working with NURBS on Max.
My explanation for that points is: Max read your model as two models overlaped, so when the render engine make the calculations for it is rasonable cast a little shadow over the overlaped model, i`m almost sure if you set the pixel sampling in a higher value in Mental Ray will apear a line betwen the models.
mynewcat
08-05-2005, 02:16 PM
It could also be the iteration quality of the mesh - I'm not sure what box it's under, but there should be options to increase the quality of the nurbs object at render time.
Tim007
08-05-2005, 04:59 PM
I got it. There is a function, that connecting each surfaces together and eliminates these black points :)
But I agree with Is-Boset, its really old and good only for simple object. Polys best :)
cecofuli
08-05-2005, 09:49 PM
Try Powernurbs, the demo is full and work for 90 day!
Is Boset ur damn right man, Buddy!
Actually its a shame for Discreet ohh sorry autodesk (what ever man)
that the nurbs functions are lacking in every corner.
I first tried to model some objects 2 years ago and couldnt belive
that it was max who couldnt provide me with normal functions like in Maya for example. If your object is getting too complicated then forget it!!
they put NURBS system in max just for have this feature in the application
I couldnt belive it...
WHAT A SHAME !!!
Cheers all
Palle
08-06-2005, 05:09 PM
Hi,
I fully agree that NURBS in 3ds max is not as advanced as it shoud be. The major advantage with NURBS in max now is that you can import IGES-surfaces and still work parametrically with NURBS. You can also use NURBS surfaces to organically deform objects as well as project UVW-map coordinates in very powerfull ways.
Even though NURBS in max are not very well developed it still is NURBS and follows very basic NURBS modelling principles that are equal in almost every software with NURBS support. The problem here is that you have to know what to do and why certian things happen.
The way you modelled is totally correct, you did nothing wrong with that blend surface. What you have to do is the following.
- Select the NURBS surface
- Go to the Surface Approximation rollout
- Select the Render radio button
- Press once on the Hight button
- Increase the value in the Merge text field
Now the gap you see should render correctly so that you don't see the black background through it.
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