PDA

View Full Version : Nurbs Eyes - please HELP!!!


The Commander
03-27-2002, 05:02 AM
Hi, I'm having trouble with the eye for my Contest Demon. I seem to be getting gaps in the fillet between the lofted detail and the face trim. I'm sure someone knows how to fix this, so if you could share that info with me, I'd really appreciate it.

http://homepage.ntlworld.com/thomas.pardoe/eyeproblem.jpg

Thanks.

Grooveholmes
03-27-2002, 06:41 AM
Try turning up the Tesselation.. that should do the trick.:shrug:Although with maya's native renderer you're almost always going to see a few tiny cracks in between nurbs patches. Best thing to do is keep bumping up the Tess. count until they dissapear, don't forget that's going to affect render time though.

The Commander
03-27-2002, 02:14 PM
Thanks, but unfortunately it didn't work. I set tesselation at 4 on the U&V, and detail to highest, and got this render:

http://homepage.ntlworld.com/thomas.pardoe/eyeproblem2.jpg

The holes are clearly visible even in the viewport, which is probably why they are rendered out. Trouble is, I don't understand why they would appera in the first place.

Oh, I also tried rebuilding the surface with more isoparms, but it didn't improve (though it got worse when there were less isoparms).

Grooveholmes
03-27-2002, 08:11 PM
It looks better than before though right? Keep going...

You can turn the Tess. up as high as you want until the cracks start to get filled.

Be sure to turn on 'Display Render Tesselation' so you can see what's happening. Then you're going to need to turn up both the U and the V.

Then open the options pull down right below that and check Smooth Edge and Edge Swap and turn the smooth edge ration up to .999

nemeos
03-27-2002, 08:35 PM
hi, new to this forum :) lo everyone here ;)

well, if u want to get rid of the gaps try increasing the tesselation more and also check "smooth curve" and "explicit tesselation",and turn off "Chord Height Ratio"
btw, u should try re doing it as a patch model, instead of trims dude... i belive ur still on time to do so ;)

k cya

The Commander
03-29-2002, 06:38 AM
Hi, thanks everyone.I used a combination of increasing the tesselation and rebuilding surfaces and nearly have it sorted. It is much harder to notice any gaps, which suits me fine.

Thanks.

dave_baer
03-29-2002, 11:22 PM
Try inserting isoparms where the gaps are.the problem you're having is too much gap between each surface point. Just adding a few isoparms should smooth it out. =)

ACFred
03-31-2002, 05:02 AM
Why don't you just split the surfaces up and use the stitch global tool to create tangency between surface edges? That'll do it. No need to increase tesselation or anything. Let me know if you want a more detailed description on how to do it.

Alec

sigma
03-31-2002, 08:14 AM
Heres a good tutorial on patch modeling Commander.

http://www.highend3d.com/maya/tutorials/patch/

Try to keep your surface isoparms flowing evenly across the surface.

CGTalk Moderation
01-13-2006, 03:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.