View Full Version : Nurbs
Mants 11-16-2007, 12:03 AM Hey there, Im pretty new to the site and I was hoping someone could answer this question, How often are Nurbs used in the industry, if at all, since Ive been hearing that they are being phased out or that they are used sparsly.
thank you :)
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phix314
11-17-2007, 11:40 PM
I'm not in the industry, but from what I understand character models have moved away from NURBS to poly, and specific models such as automotive, industrial, etc still use nurbs due to the precision.
Mants
11-18-2007, 11:18 PM
ahh thank you very much
Donta1979
11-20-2007, 05:06 AM
Nor am I in the industry, but from friends I have talked to that work for an array of companies do whatever you feel your good at, you can always convert things over to polys and SubD's. Alot of times I find my self making something out of NURBS first or even SubD's then converting over to polys.
Keithtron
11-26-2007, 07:08 PM
Yeah, most places have gone to pollies/sub-d's, but then again Dreamworks is still using nurbs. They've invested too much into their pipeline to make a change.
phifehinds
11-26-2007, 07:14 PM
Where I work its 90% polys. But nurbs definitely have their place in every pipeline. Some objects and characters are just easier built using nurbs, there are also advantages regarding uving and blendshapes. So I wouldn't write nurbs off.
bunker
12-13-2007, 07:35 PM
Some objects are so much easier to model in NURBS and also so get some UV map straight away :) just try to UV map a torus and you will see how long it takes you with polygons ...
with NURBS, it take no time.
Also, one of the great thing about NURBS is the ability to work with really lowres model and then render very highres model.
Imagine a shot when you zoom closeup on an object with curves:
- With Polygon modeling, it will require a lot of polygons ( makes your computer slow and it difficult to edit the shape )
- With NURBS, you only work with a few curves and control vertices and generate all the polygons at render time.
NURBS are also good when it come to distort objects ( you can always add divisions to make things smooth )
but don't get me wrong, Polygons ( and SubDivisions ) have there place as well.
The best is to use what's better for what you model: what's quick and does the job well.
phix314
12-14-2007, 12:01 AM
I agree with some things you say there bunker, but there are workarounds to that sort of thing, such as render-time subdivision.
Also, from what I understand, with reyes renderes such as PRMan, NURBS are never tessellated. Pretty spiffy if you ask me.
tyree
12-14-2007, 03:37 PM
what your doing with nurbs is making an object from a drawing a 2d or 3 dimensional object this can be a great deal faster depending on the shape of the object, both took less than five minutes to make
this uses a single closed shape
http://bleed.ondapc.com/./blow%202.htm
this uses just 3 shapes
http://bleed.ondapc.com/./blowspread.htm
you will need adobe shockwave, should auto install
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