Preserved Topic: nurbs...they're not just for breakfast anymore ;) (Page 1 of 1) |
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Maniac (V) Inmate From: soon to be "the land down under" |
posted 05-22-2001 14:48
Okay, can someone give me a simple explanation of these? And what are subdivision surfaces? |
Maniac (V) Inmate From: Houston(ish) Texas |
posted 05-22-2001 17:46
NURBS = Non-Uniform Rational B-Splines. Splines are curves (in the 3D world, 'curves' = curved lines). When you build a surface from splines, you can change the level of tesselation on the fly. That means that you can have the same object be rendered as having 500 polygons or 5,000,000 polygons, without changing the object at all. You just tell the renderer that you want more detail. This allows you to get quick renders when you're working, and high-quality (but slower) renders when you're ready for a final image. |
Maniac (V) Inmate From: soon to be "the land down under" |
posted 05-22-2001 19:28
Thanks Das. I knew you wouldn't let me down |
Maniac (V) Inmate From: soon to be "the land down under" |
posted 05-22-2001 21:47
Okay, so from what I understand NURBS can be used to lower the poly count because they don't need all the polys of a regular mesh. Therefore, if you have a lot of polys in the scene, using NURBS instead of meshes will usually speed things up? Because of the low overall poly count? |
Maniac (V) Inmate From: Houston(ish) Texas |
posted 05-22-2001 23:22
Ah. You're mistaking the shader smoothness for actual physical smoothness. The reason the image looks 'smooth' when you check the 'set smooth' option is that the renderer is using a mathematical method of 'faking' smoothness (usually phong or blinn). |
Maniac (V) Inmate From: Houston(ish) Texas |
posted 05-23-2001 23:48
Didn't read your last post all the way to the end the first time, silence. Thanks for the kind words |
Maniac (V) Inmate From: soon to be "the land down under" |
posted 05-24-2001 00:16
Thanks again Das. You've been really helpful. |
Maniac (V) Inmate From: Seatte, Warshington, USA |
posted 05-24-2001 03:15
In blender.. You know where the object buttons are? Well go into edit mode (Tab) and in the object buttons window find the button that says Resol U: Next to it will be another button that says V: and both have a number after the colon. That is where you set your tesselations. You can up them and see what happens to your object. Here is a tutorial that covers nurbs modeling in blender. |
Maniac (V) Inmate From: soon to be "the land down under" |
posted 05-24-2001 03:39
Thanks Drakk, that's perfect. |
Maniac (V) Inmate From: soon to be "the land down under" |
posted 05-24-2001 06:45
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