NURBS is based on interpolating spline geometry so that you can upscale the resolution based on a algorithm that exists in the software. The issue is that getting surface detail with NURBS modelling would require a vast number of "splines", or functions to show those creases and folds. For example, although the NURBS sphere had a smaller file size, it was because both models were a very simple shape, which can be defined by only 2 splines. If you were to take the mesh sphere and distort it so it no longer looked like a sphere, the file size wouldn't change for the mesh object, but the NURBS object would have much more trouble keeping up (i.e. the number of functions that are used to represent the sphere would vastly increase), and the file size would exploded. This is not an issue for engineering models, as they almost always stay in mesh form, and represent objects without surface detail, but for artists to be able to create realistic renders, optimization is an important consideration, and mesh modelling is far more efficient at achieving that, especially for high detail models (along with other factors that impact 3D rendering and modelling).
Well said! That's true. The point was to compare apples to apples. Certainly the more triangles you're dealing with or the more complex the NURBS geo, the higher the file size. Thank you for your well thought out comment! I'm just glad people find the content I put out nearly 10 years ago still helpful. :)
I design things predominantly in NURBS, though I sometimes have meshes added in as components. One major thing for me is that NURBS are easier to modify with commands such as booleans, and converting a NURBS to a mesh is a one click command, but it's nigh impossible to convert a mesh to NURBS without completely rebuilding it using the mesh merely as a "scaffolding".
Brilliant!! As an old-school industrial designer I am learning Solidworks and now Rhino in order to offer a range of NURBS and sometimes very organic (Grasshopper computational surfacing) doing my head in - but your video helps clarify it all!!!
Hi Greg! Happy to help! If you have any further questions, please don't hesitate to reach out to me directly at pilot@polyplane.com. Always glad to hear these older videos are still helping people! :)
Hi there @keithskillz90210 - You can do a "meshtonurbs" command, or you can try retracing. Another option would be to draw curves about the edges of the mesh and then perform a network surface. If you want, email me at pilot@polyplane.com with some screen captures of what you are trying to accomplish and I will try to help you.
wow! You make me wondering why is everybody hiding this secrete about modelling. Awesome informative content. Thank you. BTW do you have premium tutorial about modelling?
this is the first time I searched about mesh and nurb. and this one video taught me most of things about mesh and nurb. thanks !
Thanks 이현주! I'm glad I could help!
@@ConCorDesign What is your opinion now that BlenderBIM exists and is free of charge vs CAD programs?
@@benveasey7474 The more tools that provide access to make the design and visualization process smoother and more seamless the better! :)
Hi
A video that's 7 years old and still can contribute, we decently are living in the golden age. Thanks for a clean explanation.
I'm glad this video is still helping people! :)
Best explanation I've heard so far. As a creative cloud user, the direct comparison drove the point home. Thank you!
Hey Aser! Glad this helped you! :)
NURBS is based on interpolating spline geometry so that you can upscale the resolution based on a algorithm that exists in the software. The issue is that getting surface detail with NURBS modelling would require a vast number of "splines", or functions to show those creases and folds. For example, although the NURBS sphere had a smaller file size, it was because both models were a very simple shape, which can be defined by only 2 splines. If you were to take the mesh sphere and distort it so it no longer looked like a sphere, the file size wouldn't change for the mesh object, but the NURBS object would have much more trouble keeping up (i.e. the number of functions that are used to represent the sphere would vastly increase), and the file size would exploded. This is not an issue for engineering models, as they almost always stay in mesh form, and represent objects without surface detail, but for artists to be able to create realistic renders, optimization is an important consideration, and mesh modelling is far more efficient at achieving that, especially for high detail models (along with other factors that impact 3D rendering and modelling).
Well said! That's true. The point was to compare apples to apples. Certainly the more triangles you're dealing with or the more complex the NURBS geo, the higher the file size. Thank you for your well thought out comment! I'm just glad people find the content I put out nearly 10 years ago still helpful. :)
May I ask you, I want to make an embossed dish, and then make a mold for it, which software do you prefer for this purpose.
I design things predominantly in NURBS, though I sometimes have meshes added in as components. One major thing for me is that NURBS are easier to modify with commands such as booleans, and converting a NURBS to a mesh is a one click command, but it's nigh impossible to convert a mesh to NURBS without completely rebuilding it using the mesh merely as a "scaffolding".
Agreed!
May I ask you, I want to make an embossed dish, and then make a mold for it, which software do you prefer for this purpose.
Brilliant!! As an old-school industrial designer I am learning Solidworks and now Rhino in order to offer a range of NURBS and sometimes very organic (Grasshopper computational surfacing) doing my head in - but your video helps clarify it all!!!
Hi Greg! Happy to help! If you have any further questions, please don't hesitate to reach out to me directly at pilot@polyplane.com. Always glad to hear these older videos are still helping people! :)
Thanks, the example at the beginning was perfect. 👍 0:52
You bet!!
Best explanation I could find thank you,
Happy to help!! :)
Great job, thank you!
Happy to help!
Solid basic primer. Thanks.
Hi Nate! Absolutely. :)
Excellent explanation!
Thanks @alaa!
always hard to explain well nice job
Thank you @terrablader!
thanks for the explanation
You're welcome!
thank you so much! very well described.
Hi Nima! Happy to help! :)
Finally!! Thanks for helping me to undersand
You bet Oska!
dude. you rock.
Hey thank you kindly! :)
very helpful , thanks for posting.
You bet!
May I ask you, I want to make an embossed dish, and then make a mold for it, which software do you prefer for this purpose.
thanks. just great
Thanks Vito!
what your aplication to used texture modelling mesh and NURBS ?
Hi! Here at the studio we use both the basic materials in Keyshot or if we need something more robust for materials, we'll use Substance Painter. :)
great video!
Hey thanks!
Please, can anyone tell me an efficient method to convert or surface an existing polygon into a nurbs model?
Hi there @keithskillz90210 - You can do a "meshtonurbs" command, or you can try retracing. Another option would be to draw curves about the edges of the mesh and then perform a network surface. If you want, email me at pilot@polyplane.com with some screen captures of what you are trying to accomplish and I will try to help you.
Wow thanks!
Rhino 6 together with Blender creates a good NURBS and subdivision combination. A video about it is this th-cam.com/video/n9zMxUOD3CU/w-d-xo.html
wow! You make me wondering why is everybody hiding this secrete about modelling. Awesome informative content. Thank you. BTW do you have premium tutorial about modelling?
Hi @Jamie yyoo, Yes! If you go to polyplane.com/store, there are a collection of content there to check out that isn't featured here! :)
JESUS (where are You`ve been 0.O) i DIDNT KNOW ABOUT IT 0.o....Man
Neat
deez nurbs
Indeed! These are NURBS and Meshes!
9
Excellent explanation!
Thanks Michael!