[Bf-funboard] B?zier-based geometry

Bassam Kurdali bassam at urchn.org
Wed May 30 18:34:35 CEST 2018


I used a:m back in the day. Bezier patches are very hard to work with, and subdivision surfaces are much better

On May 30, 2018 12:25:50 PM EDT, Gustav Ekenberg <gustav.ekenberg at gmail.com> wrote:
>> Message: 1
>> Date: Tue, 29 May 2018 17:09:09 +0700
>> From: David Rodriguez <effetagroove at gmail.com>
>> To: bf-funboard at blender.org
>> Subject: Re: [Bf-funboard] Bf-funboard Digest, Vol 154, Issue 1
>> Message-ID:
>>        
><CAAbFN0tLvSW7y8--=JDd5M6wWceRiR81HvKJdm4Obpm48myCPw at mail.gmail.com>
>> Content-Type: text/plain; charset="UTF-8"
>>
>> perhaps  are you talking about nurbs?
>>
>
>> Message: 2
>> Date: Tue, 29 May 2018 09:28:36 -0400
>> From: Aaron Carlisle <carlisle.b3d at gmail.com>
>> To: "Discuss Blender's functionality." <bf-funboard at blender.org>
>> Subject: Re: [Bf-funboard] B?zier-based geometry
>> Message-ID:
>>        
><CAEX7TpWa+s0Z1xiPPh6S0LpfH8WtC2FJdBmGysy-_T2_qf5Pbw at mail.gmail.com>
>> Content-Type: text/plain; charset="UTF-8"
>>
>> I think you are looking for the surface objects:
>> https://docs.blender.org/manual/en/dev/modeling/surfaces/index.html
>>
>
>> Message: 3
>> Date: Tue, 29 May 2018 07:26:26 -0700
>> From: David Jeske <davidj at gmail.com>
>> To: "Discuss Blender's functionality." <bf-funboard at blender.org>
>> Subject: Re: [Bf-funboard] B?zier-based geometry
>> Message-ID:
>>        
><CA+CP9O5-jdxd8r9KaEv5byqLhdchHRhKf7r90UFyD_kGxAwT0w at mail.gmail.com>
>> Content-Type: text/plain; charset="UTF-8"
>>
>> The 3d spline surfaces you are talking about are called NURBS.
>However,
>> they are generally hard to work with for many reasons you can read
>about -
>> including trimming, seams, and uv mapping.
>>
>> Subdivision surfaces are a type of curved surface which is modeled
>with a
>> polygon cage instead of following a spline. It is a bit like
>controlling
>> the spline points in 3d.
>>
>> In art and character modeling, it is more common to use subdivision
>> surfaces, or to model in NURBS and tesselate to polygons.
>>
>> NURBS are more commonly used for precise shape modeling, such as part
>> manufacturing, where precise shape control is important but uv
>mapping is
>> not.
>>
>
>Nurbs/surface objects are not exactly what I was looking for, but
>pretty close! Hash Animation:Master, like Howard Trickey pointed out,
>seems to have the kind of Bezier functionality I was looking for.
>Nurbs and subdivision surfaces could be an interesting alternative
>though, thanks for pointing me in this direction.
>_______________________________________________
>Bf-funboard mailing list
>Bf-funboard at blender.org
>https://lists.blender.org/mailman/listinfo/bf-funboard


More information about the Bf-funboard mailing list