Real Nurbs ? 2004-02-12 - By RorrKonn
Back In TrueSpace you convert a Nurbed mesh to a Polygon to map it. LW you skin the Splines with Polygons, delete the Splines.so you end up with a Polygon mesh. So the Apps you don't convert the Nurbed mesh to a polygon to map it " you map the nurb mesh " is what there talken about. Thanks for the Education. RorrKonn http://www.Atomic-3 (See http://mic-3.ora-code.com)D.com <http://www.Atomic-3 (See http://mic-3.ora-code.com)D.com>
-- -- Original Message -- -- From: Jon <mailto:JANDLBAIRD@(protected)> Baird To: truespace@(protected) <mailto:truespace@(protected)> Sent: Thursday, February 12, 2004 5:11 PM Subject: Re: [TSML] Real Nurbs ?
NURBS stands for a Non Uniform Rational B-Spline and is a mathematical way to interpolate a between points in a set. It is a parametric representation of curves and surfaces. I think C4D uses the term HyperNURBS, which is a trademark I believe, to describe their implementation of subdivision surfaces. When people say this or that application doesn't have real NURBS I often think they mean it doesn't support NURBS surfaces. For instance, in C4D HyperNURBS may not be a true NURBS surface, but there are bezier curves, b- spline curves and other types of curves, which are I think so-called real NURBS. LW has bezier curves, too, which mathematically speaking are a special case of the more general set of curves defined by NURBS equations.
Regards Jon
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD>
<META content="MSHTML 6.00.2800.1400" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=#ffffff> <DIV> </DIV> <DIV>In TrueSpace you convert a Nurbed mesh to a Polygon to map it.</DIV> <DIV>LW you skin the Splines with Polygons, delete the Splines.so you end up with a Polygon mesh.</DIV> <DIV>So the Apps you don't convert the Nurbed mesh to a polygon to map it " you map the nurb mesh " is what there talken about.</DIV> <DIV> </DIV> <DIV>Thanks for the Education.</DIV> <DIV>RorrKonn<BR><A href="http://www.Atomic-3 (See http://mic-3.ora-code.com)D.com">http://www.Atomic-3 (See http://mic-3.ora-code.com)D.com</A><BR></DIV> <BLOCKQUOTE style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px"> <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV> <DIV style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B> <A title=JANDLBAIRD@(protected) href="mailto:JANDLBAIRD@(protected)">Jon Baird</A> </DIV> <DIV style="FONT: 10pt arial"><B>To:</B> <A title=truespace@(protected) href="mailto:truespace@(protected)">truespace@(protected)</A> </DIV> <DIV style="FONT: 10pt arial"><B>Sent:</B> Thursday, February 12, 2004 5:11 PM</DIV> <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: [TSML] Real Nurbs ?</DIV> <DIV><BR></DIV>NURBS stands for a Non Uniform Rational B-Spline and<BR>is a mathematical way to interpolate a between points<BR>in a set. It is a parametric representation of curves<BR>and surfaces. I think C4D uses the term HyperNURBS,<BR>which is a trademark I believe, to describe their<BR>implementation of subdivision surfaces. When people<BR>say this or that application doesn't have real NURBS I<BR>often think they mean it doesn 't support NURBS<BR>surfaces. For instance, in C4D HyperNURBS may not be a<BR>true NURBS surface, but there are bezier curves, b-<BR>spline curves and other types of curves, which are I<BR>think so-called real NURBS. LW has bezier curves, too,<BR>which mathematically speaking are a special case of<BR>the more general set of curves defined by NURBS<BR>equations.<BR><BR>Regards<BR>Jon<BR></BLOCKQUOTE></BODY></HTML>
|
|