KeyShot Forum

Other => Wish List => Topic started by: peterC on March 13, 2010, 10:53:24 AM

Title: Subdivision and NURBS support
Post by: peterC on March 13, 2010, 10:53:24 AM
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
Title: Re: Subdivision and NURBS support
Post by: Zander85 on October 08, 2011, 01:24:31 PM
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. :'(

Title: Re: Subdivision and NURBS support
Post by: elliasp on October 09, 2011, 01:24:10 AM
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
Title: Re: Subdivision and NURBS support
Post by: m2tts on October 09, 2011, 06:42:28 PM
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.