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Scott212
06-24-2003, 07:11 AM
How come when I loft across a few curves it looks nice and tangent in the viewport, but it renders with hard edges?

ntmonkey
06-24-2003, 07:29 AM
Scott,

Can you show us screen grabs of what's going on? It'll be easy to fix once I see it messing up.

thanks,

Lu

Scott212
06-24-2003, 07:34 AM
I appreciate you takin a look at this

P.S. While your lookin at this, maybe you could enlighten me on my other question. If I don't loft across multiple curves at the same time and instead choose to loft at seperate times, how can I turn on continuity between the surfaces? Thanks again

ntmonkey
06-24-2003, 07:38 AM
Scott,

Try this...

Select the surface. Hit Ctrl a to bring up the surface attributes. You should see a Tesselation Tab midway down. Click on that and it'll drop down a couple more tabs. Find Advanced Tesselation. Now bump up the number of Per Span # of Isoparm up a bit in both U and V.

Lu

http://www.visualeruptions.com/downloads/tess.jpg

edit: Here's a screengrab of the options.

Scott212
06-24-2003, 07:41 AM
yeah, I tried that, and it has the same effect as if I were adding polys. I thought the miracle of nurbs was that the curves directed the surface and the inbetween geometry was computed automatically. Am I missing the boat?

Scott212
06-24-2003, 07:45 AM
enabling Advanced Tessellation does really nice things

ntmonkey
06-24-2003, 07:52 AM
Scott,

Maya's NURBS in hardware is to be computed to have a smooth appearance. All surfaces have to be tesselated during render. That's the way it goes. The beauty of NURBS is that you can dictate the level of detail by way of sliders and tweak this according to how far the object is away from the camera. Whereas in games that feature polygons, modelers usually model 3 seperate models and the game engines switches them out depending on the camera's distance from that model. The "beauty" comes in the fact that NURBS are true UV surfaces making them easier to texture (IMO, UV wrangling can be a pain), and the flexibility of detail on the fly.

Lu

edit: Not sure about this, but there are planning to make software/hardware than can render surfaces via curve calculations and not tesselated information. I don't think its out yet, but if I'm wrong, someone please correct me on this.

Scott212
06-24-2003, 07:55 AM
nurbs take a little TLC I'm learnin. Thanks a bunch for your help. Just curious if you noticed the question I edited into an earlier entry.

ntmonkey
06-24-2003, 07:59 AM
Scott,

For your other question about lofting separately. You're gonna have to goto Edit NURBS > Attach Surfaces Options. Make sure its set to blend, and then make sure blend bias if .5, in other words 50/50. This attaches the surface and recreates the tangency that you need. You can then go back and detach the surface for texturing reasons.

hope it helps,

Lu

edit: Sorry, make sure you select the different lofted surface before you Attach Surface. Also, turn off "keep originals" so you don't have duplicate surfaces. And yes, NURBS do need a little TLC.

Scott212
06-24-2003, 08:00 AM
you da man, thanks a lot!:buttrock:

ntmonkey
06-24-2003, 08:02 AM
No prob, glad to help. :)

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