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I don't think trimmed NURBS would be a priority anyway. My understanding is that
Max's original implimentation of NURBS didn't include trimmed surfaces or curves.
Trimmed NURBS are considered bad news anyway, as they are not as easy to texture or
deform, and so I tend to avoid using them in Rhino. They can be excluded by
planning ahead a bit.
Something that has recently got my attention, however, is that there is a new beta
of hash animation master that is able to import dxf files and create patches from
them. The problem with it is that they create 3 point patches, which crinkle and
create holes badly. How hard would it be to convert a triangle mesh into a
polyface mesh with 4 point polygons and then use the vertex info to create bezier
patches? Provided that the number of points were reduced and evenly distributed,
perhaps that could be something easier manage than NURBS.
-Mike
Nathan Kopp wrote:
> NURBS are nothing without a good modeler. It would be fairly easy to modify
> the current Bezier code to handle simple NURBS surfaces... or at least
> non-trimmed NURBS. Trimmed NURBS are quite difficult, IMHO. It all boils down
> to tesselating the surface into an internal triangle representation.
>
> However, modelers can already do the tesselation easily. I've been working on
> a compact mesh syntax with Thomas Baier for 3DS-to-POV conversions that would
> also work to greatly reduce the size of any triangle mesh POV file.
>
> -Nathan Kopp
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