View Full Version : Can anyone give me a few pointers to fix this?
dlindwall 05-07-2002, 07:14 AM This is my problem, I've tried to get this fixed. I rebuilt the surfaces. Can anyone help me get the little edges to work.
Darren
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dlindwall
05-07-2002, 07:20 AM
it's a little hard to see, hopefully this one is better. those little gaps are my problem.
svenip
05-07-2002, 07:31 AM
hi, i guess you need to increase the tesselation on these.
you can do this on the attribute editor. in the shape node tab go to the tesselation folder - advanced tesselation (switch on) and increase the number U and number V. this should fix it.
but increase them slightly, it will also increase your render time.
hope this helps
alexx
05-07-2002, 07:49 AM
switching on "smooth edge" and turning the value up to .999 might help.
but i had a problem like that as well recently where i wan not able to turn up the tesselation any more but i still had holes in the surface...
good luck
dlindwall
05-07-2002, 08:07 AM
yah I turned up the tessilation, no good. Converted it to polygon. Pretty much half to start over and hope for the best.
Darren
Thanks for the input
dlindwall
05-07-2002, 09:41 AM
ok I feel stupid, I guess i had a few things a little off. So I started over and am re-doing hours of work. I will post the fixed one when I'm done. The one I converted to polygon ended up in a real mess. Live and learn. I love maya.
Darren
ZrO-1
05-07-2002, 03:10 PM
In the tesselation attribute editor there is also a setting where you can adjust the edge matching. I forget where it is or exactly what it is called (maybe someone could help me with that) but there is a setting you can change that adjusts how closely the filleted edge matches the target.
dlindwall
05-08-2002, 08:18 AM
Well it's only been a day. I figured out what I wanted to do. And here it is. Most of my day today was spent on the tire.
Darren
alexx
05-08-2002, 12:14 PM
so what have you finally done to fix the problem?
rsalonen
05-08-2002, 01:42 PM
Hiding it in the shadows :thumbsup:
UncleBen's
05-08-2002, 04:33 PM
I have the same problem. I modelled this rim for an Audi S3, and I have even that "tolerances" with the fillet. The subdivision is really cranked up, but it doesn't help. Is there a way to attach the fillets to the main shape (the trimmed one)? I haven't found a solution yet... Perhaps somebody can give me a pointer...
Thanks,
UB
http://www.anomalous.de/tireedit.jpg
boomji
05-08-2002, 07:06 PM
hey uncle ben,
and the other guys too.
when we(at work) run into these problems we dont bother fixing it in maya.we paint it out in post with a clone tool ;)
combustion or after effects does the trick.
b
UncleBen's
05-08-2002, 09:45 PM
Thanks for the reply boomji, I even thought about that possibility. For a still, what it is supposed to be later, that's surely no problem, but when you have an animation it takes some time.
I am convinced there must be a solution for that. Unfortunately, I am not too experienced with NURBS. Imagine you have a surface with more fillets and stuff, then it's probably easier to paint the object from scratch ;) :wavey:
Perhaps someone has still a hint...
-UB
dlindwall
05-08-2002, 10:42 PM
ok here's what I did, if you look in the picture, the selected part is hidden by the outer rim. I made this accidently and then when I lofted my other cv's. I had a look and no gaps from any angle.
dlindwall
05-08-2002, 10:45 PM
see here
dlindwall
05-08-2002, 10:50 PM
these are the settings for most of my it. the outer part of the rim is different abit. basically everything is cranked.
graphiouz
05-09-2002, 04:07 PM
To all of you who arent aware of 'AttributeSpreadSheet' use it!!
crank up the tesselation U and V to 15 or so, and decrease the tolerance,
when i use the round tool, i set the tolerance to 0.001,
you dont need to adjust any other attributes.
good luck
.
dlindwall
05-10-2002, 06:57 AM
ok well I use the attribute editor for everything. I understand the cranking up of the tesselation u and v. you do it in the advanced tesselation part. Where it says per isoparm. What do you mean by round tool. Tolerance to .001.
One important think is that Nurbs in maya are only in modeling not in the rendering . After U create Nurbs Maya chaneges it in to the pollygons (tesselation ) . So when U use Trim option and the spans of both parts are not in the same place U'll newer get model without holls .
To sea exactly haw it works convert NURBS to polly and see what is going on ...
I think better is to creat 1/4 of this circle based object in polly and copy it 4 times creatig whole 'circle' ...
... and it's redering faster ... much faster ....
dlindwall
05-12-2002, 11:44 PM
Well I'm almost done. I happy with the look it's now time to build the rest of the underbody for my assult vehicle. I just finished the springs. Which were a real pain. It took me a while to figure out but it looks ok now. I will post when i get more accomplished. But this here is a picture of the tire. The only thing that has to be fixed are the bolts and texture for the edge of the tire.
Darren
UncleBen's
05-13-2002, 06:19 AM
I think Argail's hint with the spans go in the very right direction.
But how to get them identical or close to that? I figured out, that the Surfaces->Planar command is not too smart to use with a circle, because it just takes a plane and cuts away the outer rest. :p
So well... Is there perhaps a way to stitch or attach the surfaces? Or refine with the appropriate number of spans?
-UB
NURBS can be only with 4 corners , no less no more ...
Every operation like trim is just fake and tell to not render it this place that's all.
I'm really don;t understand why this kind of object are U modeling in nurbs ... ?
In pollygons U can do what ever U want ....
Nurbs are god for quick UV but conncecting them is hard.
The only shure way to connect nurbs is global stich ...
I can tell U in pollygons it's 1/2 hour work....
with tire... :)
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