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Modeling the H6 Evolution Car with xNURBS
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- เผยแพร่เมื่อ 25 ม.ค. 2022
- This demo shows how to use xNURBS to create the H6 Evolution Car. 90% of the surfaces you see in the final render were created using xNURBS. It is important to mention that the video samples you are about to see are simple recreations to showcase xNURBS features in a brief way for this example. In design, more time and analysis was spent during the actual creation of the model using xNURBS to produce the results you see in the final render. (by Lee Rosario)
xNurbs literally improved by 10x some complex workflow of my daily eyewear 3D modeling. Love your amazing work!!
I don't know anything about design, but if someone makes a car that looks like this, I am buying it.
Need this for Moi3d, this would be the slickest combination in Surface Modeling History. Moi3d have only a simple blend function, and a simple Network function without blends.
Hope Developer create for Moi3D
Look at Plasticity
This is a revelation for me, thank you very much! X nurbs is so great!!
Great demo video Lee... As a follow up I would like to see your workflow for breaking down the larger xNurbs surfaces for model refinement. Many Thanks!
You should work on ChainEdge Connection with tangents in a future release. BTW amazing plugin!
great stuff. any update on potential for a Alias plug in?
This tool looks promising for game development. I think you guys should target that. The surface connecting algorithm seems gold. When you convert to polygons, is the software capable to produce polygons uniformly and well connected?
Why don't you guys record a full video modeling a car from blueprint? This could go viral
Yeah, good luck transforming these curves to polygons, and for blueprint do you mean grasshopper ? bro this is Rhino not Unreal
Good for concept modelling. For production ready design, it seems the tool needs more considerations towards control of CV layout.
Until then XNurbs is just for visual representation (non-engineering process) of might become the actual product (engineering process).
The CVs are automatically positioned by xNURBS optimization algorithm on the fly. The CV layout is the one among all possible solutions that generates the smoothest curve or surface. So the generated CVs are outstanding (xNURBS optimization algorithm produces fair shapes that are analogous to a physical model: when a wooden batten bends, it always assumes a shape that minimizes its bending energy to form a smooth curve. Similarly xNURBS generates a NURBS curve or surface that is the one among all possible solutions that has the smoothest shape. This is how xNURBS generates high quality CVs on the fly.).
This video only shows a quick rebuild. The power of xNURBS is equally of value during speed modeling and also during final production modeling. During the actual design process, surfaces can be broken down further, and then rebuild as needed to achieve good flowing, tangent surfaces and smaller deviations.
@@xnurbs3502 Yes, and as I said for fast repairs and non-critical parts it is good, really good. But there are many other considerations for engineering (the so called "Class-A modelling"), which would require CVs, spans, and hulls to be controlled individually.
@@PASHKULI
There are a number of options in xNURBS dialog so that designers can change CVs and hulls etc.
I think you mean Bézier surfaces. It is one way for Class A surfaces: single span and each patch must be very simple. Designers generally need spend a lot of time to manually adjust control points to generate the desired patches. Very time-consuming. If there is a small change in the design, then re-do the whole work.
As said, for xNURBS, you change the CVs and hulls etc. via xNURBS options, e.g., the sliders and check boxes. This is how xNURBS generates high quality curves and surfaces on the fly. If there are changes in the design, xNURBS regenerates the surfaces in (milli)seconds.
This is how the final car model in the render is completed within one month.
@@xnurbs3502 Nice, but am sure they will not produce the car exterior from the files XNrubs was used. They will make proper A-class modelling. XNurbs here is for conceptual design: fast and great visual results!
@@-IYN- Yes, it will not produce the car exterior from the files xNURBS was used in the demo.
As said in the video, the demo is a simple recreation to showcase xNURBS features in a brief way. In design, more time and analysis was spent during the actual creation of the model using xNURBS to produce the results you see in the final render. In other words, the model in the final render uses different surfacing layout and xNURBS settings. So this particular demo only shows the use of xNURBS for fast concept design.
why xnurbs is not for macs? please make it for rhino macs as well
Thanks for your comment. xNURBS works with Parallels Desktop on macs.
@@xnurbs3502 but this is not a way ... parallels is emulator software and rhino is very slow on this. :(
Can I use xnurbs in Rhino 5 ????
Yes.
Not fit for class A at all, but great for fast ideation
The demo in that car video is a simple recreation to showcase xNURBS features in a brief way. In design, more time and analysis was spent during the actual creation of the model using xNURBS to produce the results you see in the final render. In other words, the model in the final render uses different surfacing layout and xNURBS settings. So the demo only shows the use of xNURBS for fast concept design.
@@xnurbs3502 Yes, sure. And it seems to be great and smart. I just meant that for class A surfacing surfaces cannot have spans at all, and must be the simplest mathematical surfaces as possible, usually no more than degree 5. Thanks for your comment ;)
@@gibson2623
I think you mean Bézier surfaces. It is one way for Class A surfaces: single span and each patch must be very simple. Designers generally need spend a lot of time to manually adjust control points to generate the desired patches. Very time-consuming. If there is a small change in the design, then re-do the whole work.
xNURBS optimization algorithm produces fair shapes that are analogous to a physical model: when a wooden batten bends, it always assumes a shape that minimizes its bending energy to form a smooth curve. Similarly xNURBS generates a NURBS curve or surface that is the one among all possible solutions that has the smoothest shape. This is how xNURBS generates high quality curves and surfaces on the fly. If there are changes in the design, xNURBS regenerates the surfaces in (milli)seconds.
This is how the final car model in the render is completed within one month.
@@xnurbs3502 Yes, sure ;) Very nice ;)
front looks too generic, rear has genesis dna, but still manages to be reasonably unique