  | |  | Re: Any advantage using NURBS object in Carrara? | Re: Any advantage using NURBS object in Carrara? 2005-09-23 - By Andrew
Back The main advantage is that nurb objects can always be smooth, no matter how close you zoom in. In Polygon models, you will either eventually zoom in close enough to see the individual polygons or have a mesh to utterly dense, it's impossible to work with.
However, texturing is different. In Carrara, you can choose to project your textures onto a model if you want to through the texture room. In NURBS texturing, you have to. There are no shading domains in a normal sense to split up complex models or to differate different materials. I'm basing this option on my work with Maya.
Oftentimes the NURBS-based models get converted into mesh models because being used and/or textured... This is typical with games because there isn't a game currently on the market that does NURBS.
File sizes for nurbs tend to be smaller than that of polygons, but can be more intensive on the CPU.
Also, Carrara doesn't support Nurbs models. The only eovia product that supports nurbs is Amapi (Pro).
AWBenson
--- In Carrara@(protected), "doctorzibo" <doctorzibo@(protected)> wrote: > Hello, I would like to know if there's any advantage (memory, speed, > overall performances ) using NURBS object ( not animatable, as far I > know ) instead of poligonal object. Also, are there any problems > texturing/shading NURBS objects? > As you probably guess I haven't C4 Pro, just the Standard. > Many thank for the answers > Fulvio
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