xNURBS joined PLASTICITY | Is it REALLY worth it?

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  • Опубликовано: 26 сен 2024

Комментарии • 92

  • @Quimber100
    @Quimber100 6 месяцев назад +16

    Patch is limited by cut or broken lines that form a closed perimeter.
    I think xNurbs doesn't need a closed perimeter or broken curves... it detects the design intent based on where the guiding curves are. Patch requires a better definition of curves or may cause errors by being more strict in the limit information.
    xNurb is a little smarter

  • @L0SHKE
    @L0SHKE 6 месяцев назад +25

    that matcap is really bad, they need to add a function to live rotate HDR Environment like Substance Painter.

    • @LynxErgo
      @LynxErgo 4 месяца назад +2

      Hell, they can even add an entire render viewport at this point

  • @jklwjk
    @jklwjk 6 месяцев назад +3

    Appreciate you review! When my license expires soon, I will probably get the studio version even if Plasticity Xnurbs right now is not fully equal to the current way to patch. Hopefully, it improves in the future.

  • @babyitsnatural
    @babyitsnatural 6 месяцев назад +10

    My GF will leave me if I don't model with xNURBs

  • @nickkallen1
    @nickkallen1 6 месяцев назад +6

    Just as a minor technical note -- you cannot just extrude curves at the midline and use g2. A linear extrusion is not g2, it is g1, so you are giving XNurbs contradictory constraints.

    • @nikita.kapustin
      @nikita.kapustin  6 месяцев назад

      "you cannot just extrude curves at the midline and use g2"
      -> You mean this for the normal loft/patch, right? Because if I extrude the midline curve and use xnurbs on that same midcurve, I can select G2. (But not with patch)
      Or what do you mean exactly and how to solve it?

    • @nickkallen1
      @nickkallen1 6 месяцев назад +6

      @@nikita.kapustin When you do a linear extrusion it is not in fact g2. This is clearest at the bowl of the spoon, the extrusion continues in a tangential line off of a curve. So xnurbs can handle contradictory constraints but it will produce suboptimal results

    • @TheJsimes
      @TheJsimes 6 месяцев назад +2

      Hey Nikita,
      Please let us know if you fixed it, because some of us are paying you to teach us the correct way of using Plasticity, and having “Nick Allen” the creator of Plasticity saying you’re are teaching it incorrectly it’s a little concerning.
      Human error is normal, as long as you fix it so we can all have a better learning experience

    • @kraka2381
      @kraka2381 6 месяцев назад

      @@TheJsimesthis is the most arrogant, passive-aggressive statement I’ve had to read today. Is is concerning to me a lardhead such as you can feel entitled to say such BS.

    • @Satysatonachair
      @Satysatonachair 6 месяцев назад +4

      @@TheJsimes what is this entitlement? people make mistakes, it happens, absolutely no need to be a dick about it.

  • @COSMICAMISSION
    @COSMICAMISSION 6 месяцев назад +1

    Glad you made this video as I had similar impression on the first try with xNurbs. Still, nice to have another option in the toolbox for solving surfaces.

  • @makdaddi3921
    @makdaddi3921 6 месяцев назад +13

    Plasticity needs to work on functionality that enables editing of STL files to unlock a whole new segment of the marketplace. DesignSpark can translate simple STL files without a lot of fascets. I have plasticity... and it doesn't.

    • @nikita.kapustin
      @nikita.kapustin  6 месяцев назад +4

      Make a feature request here. The more people will request something the more priority it will get
      plasticity.canny.io/

    • @makdaddi3921
      @makdaddi3921 6 месяцев назад +2

      @@TAH1712 the subscription to DesignSpark is about the same workflow as Plasticity with seemingly more functionality.... so not asking for much more than another application can already do within processing power limitations... such functionality I would think... should not need that much more horsepower. An enormous market is waiting to be tapped.

    • @chadvoller
      @chadvoller 6 месяцев назад +3

      STL just needs to go the way of the dodo. It's an ancient format with more negatives than positives.

    • @xeraoh
      @xeraoh 5 месяцев назад +2

      stl must go just like other ppl mentioned, old format

    • @goilo888
      @goilo888 3 месяца назад

      Totally agree. I have so many stl files I’d like to edit.

  • @AirsoftKeksTV
    @AirsoftKeksTV 6 месяцев назад +1

    Wish I had seen this video before getting the Studio version. I was under the (wrong) impression that I somehow need studio to do those type of patches and that the Indie licence can't do it at all. I just started CAD for some hobby 3D prints and definitely don't need xNURBS for that. Feels bad

    • @TheEtbetween
      @TheEtbetween 4 месяца назад

      Studio does more than just X nurbs

    • @jaromor8808
      @jaromor8808 2 месяца назад

      I am under that impression too. Their website leaves that impression, xNURBS is listed only under Studio (and only for Win/Mac)

  • @picosdrivethru
    @picosdrivethru Месяц назад +1

    For games or film, all xnurbs does is save a few clicks? (polygon meshes output)

  • @Argyll9846
    @Argyll9846 6 месяцев назад +1

    Thanks for posting this informative video. I don't think the guys developing Plasticity are doing themselves any favors by restricting the feature set in the Indie release as I think it would be fair to say that most Indie users, like myself, are hobbyists or beginners who can't afford the additional cost. If you take the Autodesk 3ds max Indie release, you get everything for modeling, rendering and animation at no extra cost as the product is aimed at users earning less than $100k a year. I doubt there are many Plasticity users earning that much.

  • @alanokamura6250
    @alanokamura6250 6 месяцев назад +1

    Good side by side comparison. I’m in it’s a case case basis where one may do better than the other, BUT as you point out, for the non power user professional will it be worth the up-cost?

    • @nikita.kapustin
      @nikita.kapustin  6 месяцев назад +3

      Yeah it's a new tool implementation into Plasticity, so we just have to see how it unfolds and how we can implement it in our workflow.
      But I think xNurbs is not intended for casual/intermediate users. It can produce super high-quality results (like I will show in the upcoming video) in some examples, but for literally 97% of the people the standart Parasolid/plasticity functions are beyond amazing

  • @t2bb
    @t2bb 6 месяцев назад +2

    The addition of XNurbs has not made plasticity more expensive afaik. Nick explained that XNurbs is not a fix for bad geometry and that it is still better to work with 4-sided edge boundaries. The matcaps look better if set XNurbs flatness to 1. For Rhino XNurbs is a productivity tool, creating nice blends in Rhino is a lot of work and takes a lot of time and experience. Plasticity blends are much easier to use than Rhino, but XNurbs is still a wonderful addition and hopefully will pave the way toward easy-to-use surface analysis and UI feedback.

    • @cr4723
      @cr4723 5 месяцев назад +1

      XNurbs costs 150$. When I bought plasticity there was no distinction between indie and studio.
      Plasticity cost at an earlier time 110$. Now Studio with XNurbs costs 330$. ;)

  • @cjacobs627
    @cjacobs627 2 месяца назад

    That's funny... great video.

  • @csven
    @csven 6 месяцев назад +1

    In the beginning, on the "bottom" with xNURBS you're using G2 alignment to an *extruded surface with no curvature* and are thus forcing it to match curvature to something *without* curvature. But on the Plasticity patch you're using G1 alignment which only needs to maintain tangential continuity, so a) it doesn't appear to be apples-to-apples comparison, and b) the G2 alignment - aka the "curvature continuity" - is probably causing the resulting surface to pinch where CV's are trying to match a non-existent curvature.
    On the "top", you do the same thing in using G2 *curvature* continuity for the xNURBS surface, but then trying/failing to use G2 with Plasticity patch and then just accepting the G1, which I'd offer is the better alignment constraint for both.
    Obvious question is: Why didn't you show xNURBS with a G1 alignment to the extrudes and compare apples-to-apples instead of using G2?
    FWIW. even when I model in Alias, I don't use G2 continuity on the edge of a surface which doesn't curve.

    • @nikita.kapustin
      @nikita.kapustin  6 месяцев назад

      Thanks for that in-depth explanation, wasn't aware about that the extruded face can only be G1. Learned now:)

    • @csven
      @csven 6 месяцев назад +1

      @@nikita.kapustin - Glad that helped. That all said, you're correct in saying that for these kinds of surfaces xNURBS probably doesn't make much difference. Even less difference for videogame assets (although that could change as game asset quality quickly goes realistic).
      Where I suspect xNURBS will make the biggest difference is in the kinds of multiple-surface-blending-together-at-the-same time situations that sometimes pop up; things like motorcycle forks. Those blends can be tricky and require a fair amount of work to get nice surface quality. And again, this is probably of greater importance to the professionals like myself that want to export geometry to SolidWorks or Creo and continue work in those applications. For game assets, once it's in Blender or Modo or whatever, the clean-up can be moving some vertices, so the surface quality doesn't have to be as clean.
      Is it worth the extra cost of a Studio license? Honestly, I sometimes still can't believe these tools are running on $1k laptops and cost a few hundred dollars. When I first started out, less capable software was tens of thousands and ran on SGI workstations (or similar) with a UNIX-based OS that would cost another $10+ dollars. If someone is serious about designing in 3D, I consider it a no-brainer; especially given that this is a *perpetual* license. If someone is a hobbyist, then take advantage of what's freely available, which is still quite a lot.

  • @Bluenoser71170
    @Bluenoser71170 6 месяцев назад +1

    You're completely ignoring topology/export/quads. For my purposes, Xnurbs IS the magic pill for clean topology going into the game engine. We need to optimize the mesh later by deleting extra edge loops, and it's impossible to do that if it's just messy tris and/or Ngons.

    • @Geostationary0rbit
      @Geostationary0rbit 6 месяцев назад

      But the quad remesher on export is surely better for that no?

    • @Bluenoser71170
      @Bluenoser71170 6 месяцев назад

      Not at all...Xnurbs is much cleaner/more useful...at least in my own workflow/use case. :) I mean average, non-professional/hobbyists making up guns and that sort of thing then who cares, no reason to use it. For many of us though it's a great addition. @@Geostationary0rbit

  • @parseeek
    @parseeek 6 месяцев назад

    Thanks for the critical view!👍

  • @herediandesign
    @herediandesign Месяц назад

    how do i enable xnurbs on plasticity? I have the studio version and I dont see xnurbs when i search for it

    • @nikita.kapustin
      @nikita.kapustin  Месяц назад

      When you bought studio, you've got an email form Plasticity. at the bottom there is a link to join the Plasticity studio discord server. you have to join there and you will find the studio inside under "releases-unstable"

  • @iKaGe01
    @iKaGe01 6 месяцев назад +4

    When I bought the Indie licence I was under the impression I'd be getting all updates inc 2.0 etc releases.
    Looks like that has changed as a big part isn't transitioning over....
    Most likely won't affect me though I'll be honest

    • @postmodernerkindergartner960
      @postmodernerkindergartner960 6 месяцев назад +3

      I don't remember it like that, i'm pretty sure 2.0 release was never intended to be part of the indie license.

    • @iKaGe01
      @iKaGe01 6 месяцев назад

      @@postmodernerkindergartner960 He changed it to Inc 2.0 also.
      Basically 12 months worth of updates Inc major releases

    • @iKaGe01
      @iKaGe01 6 месяцев назад

      ​@@postmodernerkindergartner960 Just as an update he has now changed the indie/studio on his website but prior it was promised 12 months of updates Inc major releases

    • @ThoughtsFew
      @ThoughtsFew 6 месяцев назад +1

      It was my impression if you were day one you get all updates up to 2.0. Since we are at 1.4 seeing features slated for 2.0/studio only does feel kinda lame. I understand that actually paying for things makes them better. At this point its not clear if we can upgrade from indie with even a discount though. If the gap between indie and studio gets wider by the time we get to 2.0 then in my opinion it was a shitty deal to ever go with indie and it feels a little backhanded when you supported them on day 1.

    • @mattblack6736
      @mattblack6736 6 месяцев назад +1

      I also had the impression i would get all updates for a year, except stuff while it was in beta. But yea bit confused now.

  • @sirrodneyffing1
    @sirrodneyffing1 6 месяцев назад

    100% honest true opinion.

  • @АлександрЗайков-щ6ж
    @АлександрЗайков-щ6ж 6 месяцев назад

    Никита привет, а как приобрести саму программу Plasticity?Пробую купить и выдает ошибку,все блокируется

  • @AH76Orig
    @AH76Orig 6 месяцев назад

    Hi.
    Ich muss leider warten, bis es auf der "normalen" Version verfügbar wird.

    • @cr4723
      @cr4723 5 месяцев назад

      Ich denke, da wirst du lange warten können. Plasticity wurde aufgeteilt in Indie und Studio. Nur die 330€ teure Studioversion hat XNurbs.

  • @claypoly
    @claypoly 6 месяцев назад +2

    From my few little tests it does seem like a great addition but I think it’s an addition for the pro-level reflection peepers in the discord rather than poly modelers who are keen on trying something new.
    That said… it’s super easy to use and does look better in some cases!

  • @lowpolykaraokebysarux
    @lowpolykaraokebysarux 6 месяцев назад +2

    Я работаю в сименсе уже лет 5, там столько способов создать поверхность, ебанёшься разбираться. Например в plasticity я ещё ни разу не слышал из видосов которые мне попадались про нормали, а они очень важны при сопряжении разных поверхностей. Тем не менее, все равно интересно наблюдать как эта прога развивается. Ты кстати говорил что больше не будешь делать уроки по ней) передумал?)

    • @nikita.kapustin
      @nikita.kapustin  6 месяцев назад +2

      круто!
      Да согласен, как в много вешях в жизни есть много способов в КАД придти к ресултату,
      Ты можеш какиета видео силку прислать нашет нормалов?
      И да, передумал, пока ешe буду делать пластициты видео)

  • @SteveThinman
    @SteveThinman 4 месяца назад

    I remember a time (around 15 years ago) when in automotive design single span patches were the way to go. It went even so far, that Alias modellers were getting problems if they had 2-3 spans in their surfaces. If I look at the interior isoparameters of those X-NURBS surfaces... I get cold shivers... 🥶
    Definitely not single span😂
    BTW: If the adjacent surfaces are messy, you will get messy patches with tortured highlights. No X-NURBS trickery will solve that.

    • @LynxErgo
      @LynxErgo 4 месяца назад

      So what xNurb has as advantage compared to patch?

    • @SteveThinman
      @SteveThinman 4 месяца назад

      @@LynxErgo It gives you an automatic solution and more importantly it can have more than 4 sides. A patch can only have 4 sides and you have to decide what is the best way to make your "quilt" out of those four sided patches. (Of course, you can trim a patch to have more than 4 sides, but it's even harder to align other patches on trim boundaries.)
      As long as you only care about the look of your model, xNurbs will give you a quick solution. As soon as you start offsetting the A surfaces (in other CAD software) to create B surfaces (thickness) then the increased amount of interior isoparameters MIGHT cause problems, especially if they have multi knots. I have not tested it, therefore the MIGHT. Generally, the less spans a surface has, the cleaner it is mathematically so, it is more suited to create offsets of it.

    • @LynxErgo
      @LynxErgo 4 месяца назад +1

      @@SteveThinman Damn, thats quite insightful, thanks man! Im trying to learn CAD so I can use it my field (game dev). Its very difficult to understand it afterr years of polygonal modelling. Thanks again

    • @SteveThinman
      @SteveThinman 4 месяца назад +2

      @@LynxErgo NURBS modelling is very different from polygonal modelling (I'm doing it for over 30 years now) as you always have to think in four sided patches and you have to take care of the continuity between those patches. Continuity is never a problem in polygons as they are always G0 (positional) only and only the smoothing algorithm determines the appearance. xNurbs might help you solve complicated surfaces but if you really want to learn NURBS based modelling, try the hard way and try to solve with patches only.

    • @LynxErgo
      @LynxErgo 4 месяца назад +1

      @@SteveThinman Got it, thanks again

  • @jacquesjanoyer
    @jacquesjanoyer 6 месяцев назад

    Thank's

  • @sergiej7508
    @sergiej7508 6 месяцев назад

    xNURBS - а где его взять? у меня легальная версия пластисици 1.4.8 и нету такого

    • @RonAdamsky
      @RonAdamsky 6 месяцев назад +1

      Only in Studio version (For now, the beta version offers full funcionality), then minimal possibilities will be implemented in Indie version, maybe in late April .

  • @TerbrugZondolop
    @TerbrugZondolop 6 месяцев назад

    Love the narration :D

  • @noviceartisan
    @noviceartisan 6 месяцев назад +1

    It's subD we need,. not nurbs lol

    • @nikita.kapustin
      @nikita.kapustin  6 месяцев назад +1

      SubD would be soo amazing inside of Plasticity

  • @Qwerty-iw4ks
    @Qwerty-iw4ks 6 месяцев назад +3

    Hello, i did not understand: Does it work in indie version?

    • @TwillyZXY
      @TwillyZXY 6 месяцев назад +2

      Sounds like it only is for studio licenses.

    • @nikita.kapustin
      @nikita.kapustin  6 месяцев назад +3

      The Indie version will have a very very basic implementation of xNURBS (as far as I know).
      Only the studio version will have the full implementation of xNURBS.
      It's not 100% official right now, but the official Plasticity channel, and mine will keep posting updates regarding this.

    • @Qwerty-iw4ks
      @Qwerty-iw4ks 6 месяцев назад +8

      @@nikita.kapustin that s dissapointing

    • @bobcoughlan929
      @bobcoughlan929 6 месяцев назад

      @@TwillyZXY I wonder if that's permanent, or just until the next main update?

    • @ArtillaVeq
      @ArtillaVeq 6 месяцев назад

      Yeah :( especially that to be honest, after buying Indie license I have nothing but frustration. Problems with STL/DWG import, not existing SVG import @@Qwerty-iw4ks

  • @MaxMRasmussen
    @MaxMRasmussen 6 месяцев назад +12

    Please stop moving your mouse around when you talk.

    • @ryaanlatour
      @ryaanlatour 5 месяцев назад

      Why does it matter

    • @goilo888
      @goilo888 3 месяца назад

      Are you a cat? (following a laser pointer?)