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View Full Version : NURB MODELLING : trim / fillet


kyo
11-28-2002, 02:56 AM
well . i have 2 questions regarding nurb modeling . but the one i care much more about is the first one . regarding trimming a nurb . here goes:

01: trimming
when i have a nurb surface . project a curve and TRIM it . it'll give me VERY dirty TOPOLOGY ( the flow of wireframe ) . is there anyway at all i can rebuild that into nicer topology with the exact look ? most often times during the rebuilding process . the original look that i want will not stay .

02: fillets
i've noticed when you fillet a surface . the new ' patch ' doesnt connect with the original mesh so during a render you will see a break .. what's an easy to connect a fillet to the original mesh ?

sorry . i'm pretty new to NURB modeling and trying to grasp the concept of it . thank you very much for reading this .

stunndman
11-28-2002, 03:13 AM
AFAIK ...

ad 1) topology does not change by trimming - if it would (without changing shape) that would be the solution to many modeling challenges - that is an inherent "feature" of NURBS - you will have to plan your topology carefully before modeling - so the answer to this question is basically no

ad 2) if the topology of the two surfaces match then you can attach the them (by using attach from the edit nurbs menu) - if the topology doesn't match and you can't attach them tune your tesselation settings to get rid of the seam - turn on advanced tesselation and display render tesselation so that you can see what's going on

beaker
11-28-2002, 09:54 AM
1.) Trims just hide the part of the surface that you trimmed. Look at the cv's and you will see that the full surface is still there. There is a "trim convert" function in "Edit Nurbs > Rebuild Surfaces" That will convert any 4 sided trim object into an untrimmed object.

2.) Could be one of two things. Select the object and hit the #3 on your keyboard and the surface will match. If your seeing the break in the renderer it is because of tesselation. All nurbs are turned into polygons at render time. You need to go into the objects attribute editor and turn up the tesselation of the object so your getting enough polygons to make the transition from one surface to another smooth.

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