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    SketchUp is not a NURBS modeler because...

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    • jeff hammondJ Offline
      jeff hammond
      last edited by

      this may or may not help but an example of something that's possible with rhino but isn't with sketchup is this drawing..

      here's a surface that would be possible to mimic in sketchup (just a revolved spline) notice how it's mellower towards the bottom and tightening up as it nears the top..
      extendSurface1.jpg

      but, in rhino, since that surface is mathematically defined and not just a collection of vertices that aren't aware of one another (my simplistic definition of a polygon surface ๐Ÿ˜„), i can extend that surface very easily and you'll see that it continues tightening as the existing surface was doing.
      extendSurface2.jpg

      dotdotdot

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      • pilouP Offline
        pilou
        last edited by

        and the funny of the thing is at least in final on your screen Su or Rhino are bother "triangles" from the graphic card for be possible to visible render ๐Ÿ˜‰
        (in my simplistic definition) ๐Ÿ˜„

        Frenchy Pilou
        Is beautiful that please without concept!
        My Little site :)

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        • thomthomT Offline
          thomthom
          last edited by

          Interesting... just last night I was revisiting my BezierPatch plugin I experimented on about a year ago...

          Thomas Thomassen โ€” SketchUp Monkey & Coding addict
          List of my plugins and link to the CookieWare fund

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          • mitcorbM Offline
            mitcorb
            last edited by

            It seems that every ruby extension created for Sketchup is analogous to features native to other modeling apps. That is simply because the needs are the same in Sketchup.

            I take the slow, deliberate approach in my aimless wandering.

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            • thomthomT Offline
              thomthom
              last edited by

              @mitcorb said:

              It seems that every ruby extension created for Sketchup is analogous to features native to other modeling apps. That is simply because the needs are the same in Sketchup.

              hm...
              One do not always need NURBS. Some times you do, some times you don't.
              Nor do one always need every feature any other modelling application has.
              If it had - then we'd have a big bloating beast.

              But - SketchUp has a platform where you can make it fit your own specialised needs.

              Thomas Thomassen โ€” SketchUp Monkey & Coding addict
              List of my plugins and link to the CookieWare fund

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              • mitcorbM Offline
                mitcorb
                last edited by

                @ThomThom:
                Yes. You are right about the beast. As we know the SU developers wanted to keep the app compact.

                I take the slow, deliberate approach in my aimless wandering.

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                • jeff hammondJ Offline
                  jeff hammond
                  last edited by

                  @unknownuser said:

                  and the funny of the thing is at least in final on your screen Su or Rhino are bother "triangles" from the graphic card for be possible to visible render ๐Ÿ˜‰
                  (in my simplistic definition) ๐Ÿ˜„

                  yeah, in nurbs modelers we only see a representation of the surface via a render mesh and it's not accurate (well, it's 100% accurate if you take measurements from it or export to cnc production etc..). i think it's impossible to show a true nurbs surface on our current monitor technologies in the same way we can't truly see a circle on our screens.. (a bunch of square pixels can't display a true curve)

                  here's a closeup view of a rhino surface.. the wires are what you have to pay attention to and trust them but the surfaces will often to appear segmented (well, because they are meshes just like in SU)

                  click pic for larger

                  the one thing i don't really like about rhino is their nurbs to mesh technique and i don't think they're nearly as clean as they could be.. i hear moi is much better at this.. hopefully, rhino v5 (which will also be the 1st official iRhino release) will change this.

                  dotdotdot

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                  • pilouP Offline
                    pilou
                    last edited by

                    yes in Moi you can regulate for have a "perfect fit" of the curve on the surfaces
                    But it's only for the screen and that can slowdown all if you have a very big file!
                    It's just for pleasure of the eyes ๐Ÿ˜‰
                    But for normal file size that is very cool ๐Ÿ˜Ž

                    Frenchy Pilou
                    Is beautiful that please without concept!
                    My Little site :)

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                    • PixeroP Offline
                      Pixero
                      last edited by

                      I've worked a lot with Nurbs in Maya and they are good for some things and polygons are better for some.
                      What is needed if ever someone makes a nurbs/spline patch ruby is that it keeps the editing capabilities all the time. Meaning it makes it possible to change the "subdivision" to polys even after editing and just crank it up when its time to render.

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        @unknownuser said:

                        yeah, in nurbs modelers we only see a representation of the surface via a render mesh and it's not accurate (well, it's 100% accurate if you take measurements from it or export to cnc production etc..). i think it's impossible to show a true nurbs surface on our current monitor technologies in the same way we can't truly see a circle on our screens.. (a bunch of square pixels can't display a true curve)

                        mhm.. NURBS modellers will have to refine the mesh to the point where a edge segment is <= 1px

                        Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • thomthomT Offline
                          thomthom
                          last edited by

                          @pixero said:

                          I've worked a lot with Nurbs in Maya and they are good for some things and polygons are better for some.
                          What is needed if ever someone makes a nurbs/spline patch ruby is that it keeps the editing capabilities all the time. Meaning it makes it possible to change the "subdivision" to polys even after editing and just crank it up when its time to render.

                          Something like this:
                          Experimental Prototype

                          ๐Ÿ˜‰

                          Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                          List of my plugins and link to the CookieWare fund

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                          • jason_marantoJ Offline
                            jason_maranto
                            last edited by

                            Wow... a picture really is worth a thousand words. I can't wait to try that plugin ๐Ÿ˜ฒ

                            Best,
                            Jason.

                            I create video tutorial series about several 2D & 3D graphics programs.

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                            • pilouP Offline
                              pilou
                              last edited by

                              In these moments Scripts' conceptors are out burst! ๐Ÿ˜ฒ ๐Ÿ˜Ž
                              Users can't follow the flux ๐Ÿ’š

                              Frenchy Pilou
                              Is beautiful that please without concept!
                              My Little site :)

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                And the plus side of these patches are that they are easy to UV map. ๐Ÿ˜‰

                                Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • daleD Offline
                                  dale
                                  last edited by

                                  UV mapping ๐Ÿ˜ฎ Please go on ๐Ÿ‘

                                  Just monkeying around....like Monsanto

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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    Patches generate regular geometry which is much easier to map as you know the full structure of the mesh.

                                    Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                                    List of my plugins and link to the CookieWare fund

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                                    • PixeroP Offline
                                      Pixero
                                      last edited by

                                      @thomthom said:

                                      Something like this:
                                      ๐Ÿ˜‰

                                      ๐Ÿ‘ ๐Ÿ˜„ Absolutly!

                                      Is it Nurbs or splines or what?

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        Bezier patch.
                                        I was thinking that if you could assemble a Bezier surface of Quad and Tri patches you can shape most things.
                                        Currently it has the 16 control points, but I kind of want a simpler one, with just the corner control points with handles. But I guess there can be use for both...

                                        Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • fredo6F Offline
                                          fredo6
                                          last edited by

                                          3D Nurbs are possible in SU in theory, but requires to interface the script with a C library in order to get decent performance for preview and edition. That's of course possible, but a long work, especially for merging two nurbs surfaces.

                                          Indeed, it would help if the SU team would fix the bug which prevents surfaces to be drawn in any other color than gray or black (as you can see in Curviloft).

                                          Note that Nurbs would not always answer the problems of the real world when you wish to have given contours, with strict dimensions. Most 3D modelers use numerous techniques to manage this, not just Nurbs.

                                          I may one day do something with Nurbs, but I am also exploring alternate techniques that may give acceptable results in some frequent situations. For instance, I am playing with surface generation from contours (not necessary horizontal), as shown on the picture below. This is not based on Nurbs, but I think it will give a more realistic shape when modelling a terrain.

                                          Toposhaper.jpg

                                          Fredo


                                          Topo Gradient 2.skp

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            @unknownuser said:

                                            3D Nurbs are possible in SU in theory, but requires to interface the script with a C library in order to get decent performance for preview and edition.

                                            You mean deforming it live? Is the calculation that expensive? If it's just applying the transforming that consumes time I don't think moving to C will do much.

                                            For Vertex Tools I wrote the soft selection code in C. What I found took a lot of time was casting the Ruby values to C data types - so much in face that doing a prepass of converting the whole 3d point data set first before processing it gained a great amount of speed.

                                            I'm currently working on a Bezier Surface system where you add quad and tri patches together. At the moment it all in experimental stage - but as it matures I might port some of it to C if I find a lot of the calculation to be very consuming. Though often I find the bottleneck to be SU's methods of adding geometry.

                                            And I'm also trying to get to grips with B-Splines - I've never worked much with them. But when I read about Bezier curves I often see them mentioned - that they can be more intuitive to control?

                                            Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                                            List of my plugins and link to the CookieWare fund

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