Real Nurbs ? 2004-02-14 - By Jonathan G. Koehn
Back 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, > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ __ > Check out the great features of the new MSN 9 Dial-up, with the MSN Dial-up > Accelerator. http://click.atdmt.com/AVE/go/onm00200361ave/direct/01/ > > > >
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