![]() ![]() That option is only available if you do not preselect the meshes before starting the command. MeshToNurb will convert mesh triangles into either trimmed planar NURBS surfaces, or untrimmed planar NURBS surfaces with a singularity (one edge collapsed to a point), depending on whether you have set the command line option TrimTriangularFaces to Yes or No. This type of surface can also be called a “ruled surface”. If the quad face’s 4 mesh vertices are not co-planar, the edge lines of the NURBS surface will not be co-planar and the surface will be warped. This implies two things: If the original mesh quad face was defined by 4 coplanar points, all the edge lines are in the same plane, and the resulting NURBS surface will be planar. Thus, the defining edges of the NURBS surface in this case are the same as the lines representing the Mesh face's edges. Again, “untrimmed” means the “natural” edges of the surface are the same as the outer boundaries and nothing has been “trimmed” off. Mesh Quads are converted to 4-sided untrimmed degree1 NURBS surfaces. So, going from Meshes to NURBS is like trying to reconstruct a person’s face from a pixelized digital image - it is a much more difficult task, and there are no quick automatic methods. It is important to note here that NURBS can be easily converted to Meshes at any time, in the same way that you can easily take a digital image of a person’s face with a camera. Thus they behave more like a real person’s face rather than a pixelized image of that same face. There is no pixelization or granularity as with a mesh. ![]() ![]() They are capable of representing complex free form surfaces that are inherently smooth, and they keep their smooth shape when editing. NURBS surfaces are mathematical representations of curves and surfaces. Yet, if we zoom in enough, we can still see the “pixelization” or granularity and that the object is not locally smooth and continuous. If the facets or pixels are small enough, the image appears “smooth”. Although both can represent a 3D object as a computer model, they do it in completely different ways.Ī mesh represents 3D surfaces as a series of discreet facets, much as pixels represent an image with a series of colored points. To understand what MeshToNurb does, one must also understand the fundamental differences between a Mesh model and a NURBS surface model.
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