PDA

View Full Version : Different types of hypernurb interpolation


mihkeltt
08-21-2008, 12:55 AM
Hypernurbs object interpolates the points between the original mesh points in the same manner as e.g. the B-spline works - the created curved surface doesn't necessarily touch the original points. Whereas the cubic spline interpolates the resulting spline in a manner that the resulting spline touches all of the original points. It would be nice to have a hypernurbs object interpolate the surface in the same manner. I could see it coming really handy in modelling organic models and hard surface models requiring more precision. Modelling using splines as a means of guides to snap to becomes much more precise.

sry for that very "scientific" explanation :)

I'm wondering if some other 3d apps have the mesh smoothing done this way and whether there would be an interpolation option for the hypernurbs object in some upcoming release of C4D? or better yet, can such a thing be achieved using coffee or the c++ SDK?

Mihkel

Per-Anders
08-21-2008, 01:41 AM
Try the clothnurbs object.

mihkeltt
08-21-2008, 11:27 AM
thnx, it's almost what i'm looking for, but it seems that the clothnurbs is targeted more for use with cloth as it generates unnecessary folds and curves.

LucentDreams
08-21-2008, 08:36 PM
now it subdivides while being able to make sure it passes through every original point, exactlyw hat your asking for, it creates its folds and such because of that.

mihkeltt
08-21-2008, 08:58 PM
i guess you're right, this new type of smoothing requires a total mental shift of understanding how the resulting mesh will end up. but could someone explain why the cloth nurbs creates a dent (green line) in the mesh whereas i would assume it would create something similar to the red line.

http://nap.koduleht.net/mihkeltt/pics/clothnurbs_smoothing.jpg

RandyLeeBlain
08-22-2008, 04:26 AM
i guess you're right, this new type of smoothing requires a total mental shift of understanding how the resulting mesh will end up. but could someone explain why the cloth nurbs creates a dent (green line) in the mesh whereas i would assume it would create something similar to the red line.

http://nap.koduleht.net/mihkeltt/pics/clothnurbs_smoothing.jpg


Points interpolation are along the line between the two points and the spline type overshoots to curve into the center point is my guess.

Best
Randy

Srek
08-22-2008, 07:09 AM
The cloth NURBS was created to provide ways and means for three things

1. Give thickness to cloth. A subdivision of 0 does this fine without distorting the mesh
2. Create ripping cloth. Again you don't need any subdivisions for this
3. Subdivisions to create detail creases. If you only need to smooth cloth use a subdivision of 0 and apply a HyperNURBS additionaly

Hope this helps
Björn

CGTalk Moderation
08-22-2008, 07:09 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.