Patch Modeler Answers
24-Oct-94 21:12:40
Sb: #130902-Patch Modeler Answers
Fm: John Tissavary 71054,15
To: Mike Kelley 71302,73
I don't know exactly what featues Danny will be implementing in his patch
modeler, but fundamentally it works like this:
You can choose building blocks of either planes or a cylinders. These spline
meshes have something like 16 control points, or CV's that have influence over
the shape and deformation of the patch.
Among the many potential uses for patches:
1) seemlessly link objects. In other packages it is possible to select curves
on objects, and make patches between these. This is not a built in function of
3DS, so I cannot say if this will be possible with Danny's modeler, but he's a
bright guy…
This is one of the more ideal uses for patch modeling, because you don't
have to get into the complex buisness of moving individual or clusters of CV's
around to make the shape – the modeler will blend the difference between
surface (curve) A and surface (curve) B. One could, concieveably, loft basic
shapes that defined cross sections of the final model, then patch these cross
sections. This would be a work around to curve patching, using lofted objects
instead of spline curves. This is like what SKIN.AXP does, but you'd have the
advantage of interactively adjusting the spline patches. The disadvantage is
inherent in the difference between patching and skinning: patching does not
create an overall blended surface between curves, rather it links them without
reference to the previous surface. Skinning will put a smoother surface across
the curves, because you skin by selecting a group of curves, not just two like
in patching. Again, Danny's implementations may differ from my experience with
patch modeling.
2) Building from scratch. This is accomplished by creating as many patches
(plane or cylindrical) as needed to get the detail resolution desired, either
at first, or one at a time during the modeling process. CV's would be moved
around to deform the original shaps and "sculpt" the desired model. In many
cases this could be a powerful modeling tool, but it is excrutiatingly similar
to moving vertices in the 3D Editor – it gets just as cluttered and confusing.
The biggest difference (advantage, IMHO) to moving spline CV's over polygonal
CV's is that the object being deformed is smoother, and the surface looks like
what you'll render (unless you model with low rez meshes or render with lower
than ideal subdivision settings).
Hope this gives you a better idea of what might be useful…
John Tissavary | LUNA cie, inc