View Full Version : Planar problem
Faber 08-21-2003, 12:29 PM I have tried to find an explanation for this on other forums but without succes.
I can best explain the situation by this example:
I am building a cylinder from a few loftet curves and want to close off the end by making a planar from the last isoparm of the loftet surface (this is a situation I often encounter). When I render I get gaps along the common border edge!
I have tried to set NURBS tesselation extremely high (5000) on both planar and loftet surface. I have tried rebuilding both surfaces to become more CV rich. But I still get the gaps. Then I have played around with tesselation modes in the attribute editor, which didnt help me much either. I have read that I need to make sure my parametrization is right. I have read about this subject a little....but would like hints if people have some good ones to share.
What I am doing wrong? I would love to be able to use planar in this way... truly frustrating ;)
Sincerely,
Kasper
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galactor
08-21-2003, 10:51 PM
Another sollution for closing that gab would be the following:
select the last isoparm, then under curve menu choose for duplicate surface curve. Scale it a little and now loft the new curve with the last isoparm. To complete the task, just select the curve and scale it to ZERO in all three axis.
:: Galactor ::
Faber
08-22-2003, 12:27 AM
ah thats an great solution! Is there a way to make the bordering edge soft? It seems like the tangency is not correct for a curved transition between the edge of the two meeting surfaces. By the way, I attached the surfaces, dont know if thats necessary?
Can it be done the other way, at all, or is that way simply not intended by the program?
Cheers,
Kasper
galactor
08-22-2003, 11:02 AM
With mine method you create a surface that better fits on the cylinder (the isoparms are now matching). But if you want to close of a surface with a diffecult shape like an " S " this method would not work and you better use Planar.
And if you want a smooth edge between the two surfaces you could do the following:
- First delete history on the cylinder and the cap.
- now move the cap up a little bit, and scale it down a little bit.
- Select the edge isoparm of the cap and then the isoparm from the cylinder.
- Now go to EDIT NURBS > SURFACE FILLIT > FREEFORM FILLIT.
Now maya automaticly generates a new piece of geometry that perfectly blends in between the two allready existing pieces of geometry.
:: Galactor ::
Faber
08-22-2003, 05:32 PM
Ah yes, the freeform fillet is a great way to do it. Is it possble to merge these surfaces? When I shiftpick an isoparm from both surfaces, and put them both close to the edge between the surfaces and then use the attach surfaces command, I get an error message, unlike what I get with two ordinary lofted surfaces using the same technique. Is it because Maya doesnt like to do this from the filletet surface, or do I do it the wrong way?
I hope I make sense. Tons of thanks for the tips, they have helped me a lot allready.
:thumbsup:
Kasper
kyvadlo
08-22-2003, 08:42 PM
OK. If you want read my thread. I was asking nearly the same question. I have ... hmm no Maya have a problem with tesselation. I asked this question on two others forums and nobody could not answer, and why? Becuse maya cannot do connected render mesh on the borders of two surfaces when one of them is trimed and they are touchnig in this trimed area. btw for rhionoceros it is not a problem.
http://www.cgtalk.com/showthread.php?s=&threadid=81939
JasonA
08-23-2003, 07:52 PM
I wish there was a solution to it...
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