Subject: Spline to vertex 2004-04-24 - By Douglas Alden Peterson
Back Luis Mederos asked: > a recent msg mentioned converting from spline to vertex modeler --- > which made me wonder what is the real difference??
In a nutshell, the spline modeler allows you to use bezier curves to create extruded objects. Because these objects are all based on vector data, the file size is very small and the objects are easily altered. (Carrara converts the vector information into polygons for rendering purposes, but you essentially have no control over how it does that with the exception that you can increase the "surface fidelity" which tells Carrara to use more polygons when it renders.) But spline objects have some disadvantages -- you are limited in what you can do by extruding shapes. You can't, for example, create a cylinder and then put holes through the wall of the cylinder.
Vertex objects are based on polygons from the beginning. You can see them and alter them in any way you wish. The Vertex Modeler is much more versatile, but there is a price for it -- the file size increases substantially because Carrara has to store the location of each vertex rather than just the vector information it stores in the Spline Modeler. The other problem with the Vertex Modeler is that construction of objects usually takes longer because you are dealing with moving around vertices and polygons instead of splines. Yet this modeler allows you to do such things as smooth and crease selected edges and use "subdivision surfaces" which smooths the entire object's surface to different degrees. Also, in this modeler, you can establish "shader domains" which means you can apply different shaders to precise parts of the same object.
> or when should I use one vs. the other?
Once you are more familiar with the program, you will be able to figure out what modeler to use for the object you want to create. It's really not a matter of when "should" you use one or the other, it's a matter of what you want to accomplish.
I think new users should learn one modeler first and then learn the other one. If you have any previous experience with vector drawing programs like Illustrator, CorelDraw or FreeHand, you will probably get faster results learning the Spline Modeler. If you don't have that experience, and were a Lego champ in grade school, you might start with the Vertex Modeler and draw shapes on the "floor" and then add thickness to them. Once you understand that concept, play with other tools learning each one before going on to the next one.
To be honest, the first few months of learning Carrara is not a walk in the park. There are many concepts you need to learn and you will feel uncomfortable with the program. But as you build skills, it will start to make sense and you'll be able to get the results you want.
Keep at it and good luck,
Doug -- Douglas Alden Peterson Graphic Designer Visualeyes, Brighton, MI USA
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