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what kind of support for NURBS
Posted: Fri Sep 09, 2005 10:36 pm
by morbid angel
Just wondering since i havent seen it, but have done a test and maxwell successfuly rendered nurbs sphere (from max) just wondering what kind of support maxwell has for nurbs.
Posted: Fri Sep 09, 2005 10:45 pm
by Maximus3D
As far as i understand it, 3dsmax aswell as Rhino converts all nurbs objects into polygons internally in the engine, so at this moment in time i seriously doubt there's even zero support for nurbs in Maxwell. Hopefully in the future there will be..
/ Max
Posted: Fri Sep 09, 2005 11:35 pm
by morbid angel
i see, well should be good enough then.
Posted: Fri Sep 09, 2005 11:53 pm
by Maximus3D
It's decent but the meshing algorithms could be made a bit more efficient so they won't generate unnecessary polygons where they don't need to be which i suspect they do now. Otherwise you could ofcourse convert your nurbs models to polygons externally and then optimize them to get rid of polygons that don't need to be on your models there by optimizing and speeding up your MXS file generation and rendering, and also cut down on the ram usage
Good luck!
/ Max
Posted: Sat Sep 10, 2005 5:17 am
by Mihai
But there's a big difference in tesselation control of subd vs nurbs. Subd is basically: quadruple polys with each level and an average smoothing. Nurbs I suppose is much more complex to get a clean, efficient tesselation. Best solution would be a view dependant implementation........
Posted: Sat Sep 10, 2005 7:22 am
by morbid angel
at this point i want to adopt a method of modeling a vehicle in rhino and then importing it via iges to max animating it and rendering without worrying about nurb to poly problems.