Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Goutam Banerjee

9831631949

NURBS overview
NURBS (Non-Uniform Rational B-Splines) are one geometry type you can use to create 3D curves
and surfaces in Maya. The other geometry types that Maya provides are polygon and subdivision
surfaces.

 Non-Uniform refers to the parameterization of the curve. Non-Uniform curves allow, among other
things, the presence of multi-knots, which are needed to represent Bezier curves.
 Rational refers to the underlying mathematical representation. This property allows NURBS to
represent exact conics (such as parabolic curves, circles, and ellipses) in addition to free-form
curves.
 B-splines are piecewise polynomial curves (splines) that have a parametric representation.
NURBS are useful for constructing many types of organic 3D forms because of the smooth and
minimal nature of the curves they use to construct surfaces. NURBS surface types are widely used
in the fields of animation, games, scientific visualization, and industrial design.

The NURBS 3D data type can easily be exported to CAD software applications by exporting the
surfaces using the IGES file format. In addition, Maya can import many types of bezier and NURBS
data types from many CAD software applications.

If your requirements are to use the polygon surface type in your scenes you can initially construct
your surfaces using NURBS and then convert them to polygons.

Non-Uniform Rational B-Splines (NURBS) provide a 3D modeling framework based on geometric


primitives and drawn curves.

You can use NURBS in two ways:

 Construct 3D models from NURBS primitives.


Primitives are simple 3D objects created in the shape of common geometric forms such as cubes, spheres,
cones, and so on. Primitives can be a great starting point for many 3D shapes. You can modify the
attributes of NURBS primitives to modify their shape. You can also modify NURBS primitives by
trimming away portions of their forms, beveling their edges, or by sculpting them into different shapes
using sculpting tools.

 Construct NURBS curves that define the basic outline of the 3D form you want to construct, then
use the curves as a basis for constructing NURBS surfaces.
To find options for constructing and modifying NURBS curves and surfaces:

o You can draw curves by placing control vertices, or edit points. The curve drawing tools are found in
the Create menu.
o The options for creating and editing NURBS curves and NURBS surfaces are found in
the Modeling menu set.
o You can also find NURBS options on the Curves/Surfaces shelf.
Goutam Banerjee
9831631949

Maya offers a powerful modeling system known as NURBS—Non-Uniform Rational B-Splines. NURBS
modeling is not simply putting objects together. Unlike fixed polygons , NURBS create 3D objects from
curves and surfaces. Therefore, NURBS can be modeled in a variety of ways.

NURBS modeling is considered a better alternative to SUBd modeling as it gives you more precise control.
They have their own rules and limitations for how you can build, attach, and cut them, but in general, they
are quite flexible. The faceted, low-resolution look that often occurs when creating curved surfaces with
polygons is easily handled in NURBS models, which can display curved surfaces as virtually any number of
polygons.

To make it a little simpler, however, NURBS are simply a variation of splines, which are used to define a
curve. Curves are the basis for the underlying mathematical structure of what makes up a NURBS surface.
Nurbs modeling has capability for creating:

 organic ,flowing surfaces such as animals, human bodies and fruits.

 Industrial surfaces such as automobiles, clocks and toasters.

 Smooth surfaces adjustable over broad areas with few control points.

Nurbs Primitives

Nurbs primitives are common geometric objects such as spheres, cubes and cylinders. They are often used
as the foundation for other shapes.

Sphere

Select Create > Nurbs primitives >Sphere. After you set the options ,click the Create button.

Pivot

By default, the pivot is set to Object and the primitive is created at the origin. If you set Pivot to User
defined, you can enter values in the Pivot point X, Y and Z boxes to position the pivots.

Axis

Select X, Y or Z to specify a preset axis direction of the object. Select Active View to create the object
perpendicular to the current orthographic view. The Active view option has no effect when the current
modeling view is a camera or perspective view.

Sweep Angles

These options let you create a partial sphere by specifying a degree of rotation. Degree values can range
from 0 to 360 degree.

Radius

Sets the width and depth of the primitive.


Goutam Banerjee
9831631949

Surface Degree

A linear surface has a faceted appearance : a cubic surface is rounded.

Sections

Set the number of surface curves created on the sphere in one direction. These curves are also called
isoparms, show the outline of the surface shape.

Cube

A cube has six sides, each of them is selectable. You can select a side of the cube in the view or click its
heading in the outliner.

Width, Length and Height sets the cube dimensions.

Cylinder

You can create a cylinder with or without end caps. End caps is a unique feature to the creation of the
cylinder. You can create caps for either, both or no ends of the cylinder.

Cone

You can create a cone with or without a cap on its base.

Plane

A plane is flat surface made up of specified number of patches .

Torus

A torus is a 3d ring.

Circle

A circle is a curve not a surface. Its features are similar to the sphere.

Curves

The foundation of a Nurbs surface is a curve. Surfaces are web of interconnected curves. The curves help
you create and modify surfaces. Proficiency at drawing and editing curves is an important part of Nurbs
modeling.

You can not render curves. With Nurbs curves ,you can position points on a curve or surface exactly where
you want them and reshape the curve or surface by moving just a few control points that lie on or near the
curve. Examples of NURBS primitives are spheres, cubes, cylinders, cones and planes.
Goutam Banerjee
9831631949
A major advantage of modeling with NURBS in Maya is that you can convert any NURBS object to
Subdivision Surfaces (also called "SubDs") or polygons at any time.

Using NURBS can have its drawbacks, however. When modeling a character that needs to be animated, you
might notice seams, or even visible gaps, between NURBS surfaces .As a result of the way NURBS are
constructed, you rarely come up with an object composed of a single surface, and the surfaces must meet
together exactly to avoid these problems.

Elements of a Curve

The elements of a curve follow:

A curve point is an arbitrary point on the curve. It can have the same position as a CV or edit point.

CVs are control vertices ,These points often lie away from the curve.

Edit points are also called knots. You can move these points to reposition a specific point on the curve. You
can't move the edit points of a surface.

The start of a curve is the first point of the curve created when you draw the curve.The end of the curve is
the last point of the curve you create. You need to know which points are the start and end points for
certain modeling operations.

The curve direction is displayed as a small letter u.

A hull is a network of straight lines that connects CVs. Hulls are mainly visual aids to see where
interconnected CVs exist.

A span is the point of a curve between the two edit points. If you add extra edit points to a curve enhance
your control of its shape, you increase the number of spans. you don't select and manipulate a curve span
directly.

Tools for Creating Curves

There are three tools for creating curves

1. Create > CV Curve Tool

2. Create > EP Curve Tool

3. Create > Pencil Curve Tool

CV Curve Tool

This Tool creates the curve's CV exactly where you click them. It creates edit points based on where you
create the CVs. When it turns white, you have created enough CVs to complete the curve. You must create
at least four CVs when you use the default option settings.

EP Curve Tool

The EP Curve Tool creates the curve's edit points exactly where you click them. It creates CVs in positions
based on where you create the edit points. EP stands for edit points. You must place at least two edit points
to create the curve.
Goutam Banerjee
9831631949

Pencil Curve Tool

The Pencil Tool lets you draw a curve by dragging the mouse or by using a digitizing pen and tablet. When
you create a curve using the Pencil Curve Tool, you can not delete curve segments by pressing the
Backspace key.

Maya creates a trail of edit points and sometimes several curves where you drag the mouse or pen. The CVs
created with this tool might seem to pose efficiency and control problems, you can simplify the curves with
Edit Curves > Rebuild Curve.

Pole Axis

Sets the orientation of the construction plane. The default is an XY plane.

Extending curves

Use Edit Curves> Extend >Extend curve to extend a curve beyond its original creation length. To extend a
revolve surface ,you can extend the curve used by the revolve operation.

Select Edit curves > Extend > Extend Curve and set the desired options.

Click the Extend button.

By default the curve is extended 2 unit at its end.

Reversing the curve direction

Select Edit Curves > Reverse Curve Direction.

Rebuilding curves

Use Edit Curves > Rebuild curve to rebuild a Nurbs curve or curve on surface to smooth it or lessen its
complexity.

Lofting Curves and Surfaces

Lofting is used to construct a surface that passes through a series of profile curves. The curves can be
curves -on -surface, surface isoparms or trimmed edges.

With the help of Loft feature, you can create intermediate areas between any two surfaces created with
boundary curves. Before you begin ,you need at least two profiles curves or surface isoparms.

Pick the first curve you want to loft, then shift-click to pick subsequent curves.

Select Surfaces >Loft

You can add new curves to an existing lofted surfaces created with construction history.
Goutam Banerjee
9831631949

Birail Tools

Birail Tools that create a surface by sweeping one or more profile curve along two rail curves. Birail 1
sweeps one profile curve, Birail 2 sweeps two, Birail 3+ sweeps three or more.

Before using Birail Tool ,you must check all workspace to make sure the profile curve (s) intersected the rail
curves. Profile and rail curves can be isoparms, curves -on-surface,trim boundaries or boundary curves of an
existing surfaces.

Select Surfaces > Birail >Birail n Tool.

Beveling Surfaces

Bevel is used to create an extruded surface with a beveled edge from any curve, including text curves and
trim edges. You can bevel surfaces for instance, to create a ledge on a building or the rolled edge on an
upholstered chair.

Click the curve you want to bevel and select Surfaces > Bevel.

Bevel width

This value specifies the initial width of the bevel as viewed from the front of the curve or isoparm.

Bevel Depth

This value sets the initial depth of the bevel part of the surface. The combination of bevel width and depth
sets the bevel angle.

Extrude Height

This value specifies the height of extruded portion of the surface, not including the bevel surface area.

Bevel Corners

This options specify how corners in the original construction curves are handled in the beveled surface.

You might also like