Nurbs program




















Users should check out our tutorial videos below for how to use XNurbs efficiently and correctly. There are numerous operations or scenarios how XNurbs could be used. Since it is impossible to demonstrate all of them, the followings are just some examples. Courtesy of Alexandre Galin. Courtesy of Vladimir Aleksic. Refer to the Tutorial Section for how the Hull is created on the fly.

Click here to play the demo video showing how the bottom surface of the Hull is created. While the video only demonstrates the most basic operation for XNurbs, once you understand how to operation XNurbs, then you can use XNurbs in thousands of different operations and XNurbs generates all other Hull patches in the same way.

Notice the surface quality generated by XNurbs. Originally Posted by sfriedberg. Definitely not. You would need the coordinates and weights of all 14 control points to define the untrimmed surface, and you'd need the full detail of the trim curves to know where to stop.

If your controller is NURBS-capable, and if the Gcode command it offers supports the degrees of the surface, you could probably code by hand using that command. I've done something very similar for generating cross-sections through a NURBS surface for screen display.

Perhaps needless to say, it's some industrial-strength applied math. I've never used it, I've only seen demos and know that it exists. Another example of how control abilities have stagnated But since so few control builders picked it up, it went nowhere. I can't think of any. Controls can process lines of code much faster now. Storage space is a non issue. Originally Posted by EmanuelGoldstein. Originally Posted by goooose. But now that controls can do point-to-point really fast, people figure it's not necessary.

Well heck, then neither is circular, helical, or even linear interpolation. Just do high-speed chatter milling everywhere. Originally Posted by XD I think nurbs was the buzzword from days long past. With modern cam, and some of the fantastic controls these days, I would highly doubt anyone could see or measure the difference.

To summarize: the difference between NURBS and polys can be compared roughly to the differences between vector and rasterized images in 2D. Vector images also use mathematical data points to make incredibly accurate images that are often used for logos and marketing, but can be limited in what you can do with them.

They are usually converted to polygons later in the production process, but NURBS are very good at making the initial base mesh. Thomas is a 3D creative working with both high and low poly modelling for still renders or real time engines.

He is currently working freelance after spending 4 years at a multi-national VR company. To see Thomas' work and learn more, feel free to look at his personal site.

That means if you buy something we get a small commission at no extra cost to you learn more. Author: Thomas Denham Thomas is a 3D creative working with both high and low poly modelling for still renders or real time engines. What is a Polygon Mesh?



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