Subdivision to NURBS?
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- Опубликовано: 1 окт 2024
- Subdivision surfaces are awesome, but sometimes a NURBS-based approach is the tool needed for a job. But did you know that you can interchange subdivision surface 'cage' data with a NURBS-based application? Model partly in Blender and partly in MOI3D.
This video is a followup to this video: • Merging two topologies...
moi3d.com
#moi3d #blender4 #nurbs #subdivision
I know Blender has other usecases and CAD isn't one of them, but the fact that it has NURBS and bezier curves and is not lacking mathematically, it's still a pity it's not stronger in that, i use it in combination with Fusion and interfacing the two is sometimes such a pain, perfect quad surfaces and loops get mangled and scaling, oh boy
It looks like only MOI has this feature!! I was dying to find such function when I was working between Blender and Fusion ...
Ohhhh it's amazing! Moi 3D that's what we neeeeeed ! Thanks !
Plasticity is absolutely fantastic, just learning it, but the conversion to NURBS here in MOI looks really good. Thanks
Yeah, it's on my bucket list to learn Plasticity.
Wow! This was very interesting. Thanks Chis
Edit: too bad MOI isn't free, but if you're doing this for a living it's a reasonable price.
Moi 3D круть!! Я стараюсь примитивные модели мастерить в ней. Очень удобная программа для моделирования
My jaw drops when I see the end result on your renders. I swear thats incredibly photorealistic.
Moi is paid app
And?
@@christopher3d475 we dont have money
Very interesting Chris. I am no NURBS expert, but it would be good to see that modeling paradigm make a comeback in the general 3D community. At least a generation of 3D artists will not have experienced it. I even think some of its features could be applied to subD modeling.
Yep, the right tool for the right job.
Hey Chris, could you please explain how to retopo these exported models from MOI, so it can easily take subd modifier and do not create the glitches and weird shading.
You could use the Remesh function, but honestly Nurbs generated meshes should be left alone. If you go down the route of modeling a part in a NURBS modeler, you should just finish it there.