It would be great if KeyShot could render both subdivision surfaces
and NURBS geometry. More efficient than having to create huge
polly counts.
Instances would also be very cool.
PeterC
I need to render models that have been modeled in Matrix. These models are all nurbs and I need a good way to convert these models into polygons (quads specifically) so that I can import them into z-brush, subdivide them and smooth the edges. I am desperately looking for a possible solution. I have tried every trick in the book. Is there a pipeline that I am unfamiliar with or is there anyone on this forum that converts nurbs to polys for the purposes of creating finalized models for renders?
I have just experimented with 3d coat today and I wasn't even able to use their auto topology tools because you need the model to be converted to voxels first and when I export the model from matrix as an obj it still has nightmare geometry. :'(
I understand you guys...
I have to model in lightwave to have quadrangle models, I have to import it in VUE because keyshot doesn't keep all layers and doesn't support Lightwave format, attribute colors and
import again in Keyshot.
Sometimes I also have to use C4D to convert OBJ to FBX and keep all parts of a model in LW.
.... Yes, this is a nightmare.
But it's not in a renderer app we can find a solution to this problem.
In a renderer app, we could find a way to import a lot of different format and some tools to enhance polygons (For exemple : keep all parts of a model, a "surface smooth or not" option, and more tools in this way...)
Oh, I almost forget : :'(
+++
F
Let's be clear that ALL Nurbs geometry is converted to a polygonal mesh for any graphics display. You're not really looking at the nurbs surfaces themselves when your'e modeling, but the cad's software's render-mesh for that object. This is what the graphics card processes. Nurbs are the underlying math that describes the curves and surfaces.