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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

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.

ROPA
05-11-2002, 10:21 PM
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

ROPA
05-13-2002, 08:30 AM
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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