#NURBS
7 messages in this thread
Anybody and everybody,
Does anyone know anything about NURBS modelling and what's out there?
Thanks ahead of time,
Kerry
<< Does anyone know anything about NURBS modelling and what's out there? >>
The only signifigant reasons to use Non Uniform Rational B-Spline modeling is:
1) The ability to approximate true arcs, circles, spheres, & related.
2) The ability to have more local control over curve/surface subtleties.
3) The ability to use Trimmed Curves/Surfaces.
4) The ability to use & control blending curves/surfaces.
That's all that I can think of offhand.
I'm assuming you're talking about the PC platform. If not, most all SGI
animation packages use NURBS these days. On the PC, there is:
Current
=======
1) AutoCad 13 – I personally haven't used it, by I believe they now have a
NURBS entity.
2) Microstation 5 – Half-decent implementation.
3) Animation Master – Don't believe they're *called* NURBS, but they are.
Half-decent.
4) XCAD 3 – Not a bad implementation for creation, but poor editing.
5) Various high end Industrial CAD packages such as ANVIL, Parametric Tech. &
Intergraph packages have pretty good implementations, but are expensive
(thousands $$$).
Future
======
1) A lot of talk here from Peter Klose (sp?), but I have no info.
2) 3DS 5 – Who knows ? Maybe ?
3) Realsoft, Ltd. – Later this year, good implementation in Real 3D 4.0.
4) Microsoft – I assume they will be integral to the SoftImage NT release,
whenever ??
Best I can do in ahurry <g>.
BILL
Bill,
Thanks for your quick and informative reply! You really gave me a lot
of good leads to follow up on.
See, I work for a company that does contract work for the military–my
division creates computer based training CD-ROMs for them. We
currently use 3D Studio for all of our modeling, and we just heard
from someone in one of our contract negotiations that they're wanting
to go to NURBS because of simulation potentials. That's why I was
looking for information on it. You've been really helpful…
Kerry,
Have you tried Yost Group's Skin? It has a lot of the characteristics of
NURBS. The surfaces it produces are spline surfaces instead of NURBS but for
most purposes there is little difference.
With Skin you can produce spline surfaces from lofted objects or from planar
patches. You can't boolean them, and you will have to manually match edges,
but a little creative modelling can do wonders.
Terry Gilbert
Forcade & Associates
<< Microsoft – I assume they will be integral to the SoftImage NT
release, whenever ?? >>
FWIW, they have anounced the port, check out the May issue of 3D Artist…
<<FWIW, they have anounced the port, check out the May issue of 3D Artist…>>
I haven't got the magazine, so could you give me a brief overview of
the article on Softimage? Thanks.
<< I haven't got the magazine, so could you give me a brief overview
of the article on Softimage? >>
Sure, the whole article talks about the port and it's extensive use of
OpenGL. It also says "Softimage NT and 3D Studio NT won't go
head-to-head. Rather, there will be a cohabitation between the two."