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  Mastering 
 3D Studio MAX R3  | 
  
  
  
 
 
  
 
 
  
  
 
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  | NOTE Isoparametric 
 lines (also known as isoparms or iso lines) are contour lines of a 
 surface along the U or V axis. These are lines whose parameter is 
 constant in the NURBS math. They are similar in concept to topographic 
 contour lines that represent a constant elevation in a landscape. 
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 When using the NURBS sub-object creation tools, keep in mind that, except 
 for the two buttons for creating independent NURBS sub-objects, all the 
 curves and surfaces are dependent on their parent sub-objects until you 
 make them independent. You can make a curve or surface independent by 
 clicking the Make Independent button on the Modify tab of any dependent 
 sub-object.  
 Converting a Mesh Object to NURBS 
 Lets try out some of the NURBS tools. First lets see what 
 we can do with a mesh primitive.  
  
 - 1.  Reset MAX. 
 
- 2.  Create a cylinder in the perspective viewport. 
 
- 3.  Click the Edit Stack button and choose NURBS 
 from the drop-down menu. Open the NURBS Creation Toolbox if it didnt 
 already open automatically. Our cylinder is now a NURBS object with 
 NURBS surface sub-objects. 
 
- 4.  Click the Sub-Object button and choose Surface 
 from the drop-down list. 
 
- 5.  In the perspective viewport, select the surface 
 going around the cylinder in wireframe view. 
 
- 6.  Rotate the view of the perspective viewport to 
 see the top of the cylinder and select the top. Then do the same with 
 the bottom. You can see three separate NURBS surfaces within our one 
 object. 
 
       
 Using a Surface to Make Curves 
 Now lets look at those iso lines or iso curves mentioned earlier. 
  
  
 - 1.  Click the Create U Iso Curve button and then 
 click somewhere on the first surface we looked at (going around the 
 side of the cylinder). A curve is created going up the side of the cylinder. 
 
- 2.  Click several places around the cylinder, making 
 U iso lines up and down the sides. 
 
- 3.  Click the Create V Iso Curve button, then click 
 the side surface of the cylinder. This creates a circle around the cylinder. 
 Your iso lines should look something like Figure 5.31. 
 
- 4.  Now we can use our iso curves for shaping and 
 editing a different surface, so we no longer need our original cylinder. 
 While still in the Surface Sub-Object level, marquee-select the whole 
 object and press the Delete key. The original surfaces are gone, leaving 
 us with a set of curves. 
 
     
 Shaping Forms with Curves 
 As with a spline cage in Surface Tools, we can think of a NURBS surface 
 in terms of the NURBS curves that can be used to define it. Lets 
 change the shape we will define with our curves by editing the curves. 
  
  
 - 1.  Select Curve from the Sub-Object drop-down list, 
 move the curve at the bottom of the cylinder and the V iso line to the 
 left, and move the three U iso lines to the right. 
 
  
  
 FIGURE 
 5.31  U and V iso lines around a cylinder 
 - 2.  Select Curve CV from the Sub-Object drop-down 
 list. 
 
- 3.  Scroll down to turn on Soft Selection and turn 
 up the falloff to about 40. 
 
- 4.  Move the curve CVs around to warp the curves 
 into new shapes. 
 
     
 Using Curves to Make Surfaces 
 Now lets use our new curves to create new surfaces.  
  
 - 1.  Click the U Loft button and click the three U 
 iso lines in order. A surface is formed. Right-click to finish. 
 
- 2.  Click the U Loft button again, click the two 
 V iso lines, and then right-click. You can only see the side facing 
 you. 
 
   
 
  
   
  | 3. Open the Material 
 Editor, check 2-Sided, and click the Assign Material to Selection 
 button. Your surfaces should now be shaded on both sides, as shown 
 in Figure 5.32. 
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 FIGURE 
 5.32  U Lofted surfaces 
 Making a Surface Independent 
 As mentioned earlier, all surfaces and curves created from other NURBS 
 sub-objects are dependent until made independent. Lets see what 
 that means.  
  
 - 1.  Choose Curve from the Sub-Object drop-down list. 
 
- 2.  Select one of the curves and move it. Notice 
 that, unless youre sitting at a very heavy-duty machine, the screen 
 doesnt redraw right away. NURBS use a lot of computer resources. 
 Notice that the surface changed along with its parent curve. 
 
- 3.  Choose Surface from the Sub-Object drop-down 
 list. 
 
- 4.  Select the surface that you just changed by moving 
 a curve, and click the Make Independent button. 
 
- 5.  Now choose Curve from the Sub-Object list and 
 move the same curve that you moved before. This time the surface doesnt 
 change with it. 
 
- 6.  Marquee-select all the curves in the object and 
 press Delete. Only the independent surface remains. 
 
       
 Understanding the NURBS Method 
 Obviously, if we really wanted to create the particular surfaces of the 
 above exercises, we could have just drawn a couple curves and U Lofted 
 it directly. In this case, we were getting the feel of using meshes to 
 create surfaces, surfaces to create curves, and curves to create new surfaces. 
 These are the methods you will use over and over in NURBS.  
 Most of the work you will do in NURBS will be on sub-objects within a 
 single NURBS object. In any given sub-object level, you can click the 
 Plug-in Keyboard Shortcut toggle and use the H key to pull up a Select 
 Sub-Objects dialog box for the sub-objects of that type in your NURBS 
 object. Figure 5.33 shows an example of this dialog box, in this case 
 showing the sub-objects at the surface level. You can also rename these 
 sub-objects in order to organize your work. 
   
  
 FIGURE 
 5.33  Select Sub-Objects dialog box 
 Drawing a Curve on Surface (COS) 
 Now we want to draw a curve on our surface so we can trim it. Click the 
 Create CV Curve on Surface button and draw out a closed shape on the outside 
 surface. If you want sharp points, click three times in the same place. 
 This creates three coincident CVs, which causes the curve controlled by 
 those CVs to have a sharper corner than is generally possible with one 
 CV. An example is shown in Figure 5.34.  
 Trimming a Surface 
 You can trim a curve with any curve on a surface, including, for example, 
 a Normal Projected curve, which projects a curve along a sub-objects 
 normal onto the surface. In our example, select the curve that you drew 
 on the surface, scroll down the Modify tab, and check Trim. You are left 
 with just the surface within the trim. Check Flip Trim, and you have a 
 hole in the surface outlined by your curve.  
   
  
 FIGURE 
 5.34  A Curve on Surface (COS) 
 One thing to keep in mind about trims in NURBS is that they are even 
 more illusion than the magic of computer graphics in general. The surface 
 of the hole is still there; its just not displayed. 
 You can even move the CVs of the surface within the hole. 
  
 
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  | NOTE The principle 
 of a calculated geometry being selectively displayed and rendered 
 is also used in the Boolean operations we looked at in Chapter 4. 
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 Subdivision Surface Modeling 
 with NURMS
 After these journeys into the exotic math of patches and NURBS, we come 
 back to simple polygons. NURMS is a new feature of MAX R3 that gives some 
 of the desirable features of NURBS modeling with the low overhead of polygons. 
  
 Weve mentioned subdivision surface modeling several times as a 
 method of organic modeling that outputs polygonal meshes. Subdivision 
 surface means that the polygons of a model are subdivided and smoothed 
 in order to make organic curves. In MAX, a surface is subdivided and smoothed 
 simply by applying the MeshSmooth modifier discussed in Chapter 4. This 
 modifier subdivides the polygons of low-polygon-count (or low-poly) 
 models to smooth and round them out into higher-poly versions. 
  
  
 
 
 
  
 © 2000, Frol (selection, 
 edition, publication) 
 
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