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Real Nurbs ?

Real Nurbs ?

2004-02-14       - By Jonathan G. Koehn

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Reply:     1     2  

Forwarded on behaf of Andrew Paules
-- -- Original Message -- --
From: "Andrew Paules" <gradualepiphany@(protected)>
To: <Jonathan@(protected)>
Sent: Saturday, February 14, 2004 5:10 AM
Subject: Re: [TSML] Real Nurbs ?


> : ) sorry  - I meant that all geo in TrueSpace gets converted to tris(bugs
> aside) - this isnt true of all renderers.
>
> As to square vs. tri meshes, as has been said, for any sort of division
> you're going to want pure quads, preferably planar quads, although you
*can*
> use tris to get a certain effect or crease on a model.  For pure poly
> models, either one is fine, but tris will give you more control,
especially
> over how the mesh bends when/if deformed.
>
> |andrew|
>
>
> >From: "Jonathan G. Koehn" <Jonathan@(protected)>
> >Reply-To: "Jonathan G. Koehn" <Jonathan@(protected)>
> >To: truespace@(protected)
> >Subject: Re: [TSML] Real Nurbs ?
> >Date: Fri, 13 Feb 2004 11:07:50 -0700
> >
> >This varyies according to render engine, and application.
> >Think of trueSpace like a front end to Lightworks.
> >Note that Lightworks Can render Nurbs Directly I believe without
conversion
> >to tris,
> >however many do convert. Some render engines handle multi sided polygons
> >without conversion.
> >Not sure on Lightworks.
> >
> >For instance however on an render engine I'm working on I convert to tris
> >for simplicity sake.
> >As far as not wanting tris in a mesh this is mainly to do with SubDiv I
> >believe, because when it subdiv
> >tris affect perhaps more oddly how it will subdiv.
> >
> >Best,
>
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