@xnurbs3502 I'm glad you like my experiments with xNurbs. xNurbs is cool, and I know Nick Kallen is implementing more xNurbs features in Plasticity in future, I'm in contact with him and I testing in beta versions the new features, and request him for questions. It is interesting to see the fast development of that tool. It seems now a bigger crowd is more interested now in xNurbs.
@@Kuechmeister Yes, we watched all your videos on Square. Thank you very much. After your Square videos, we received a number of feedbacks for further improving xNURBS and we have been working on these feedbacks. I think, next week, you may get a new Plasticity version based on those improvements. To get a quick response, please contact us directly at “partner at xnurbs.com”. Again, many thanks for your work.
Need this for Moi3d, this would be the slickest combination in Surface Modeling History. Moi3d have only a simple blend function, and a simple Network function without blends.
This tool looks promising for game development. I think you guys should target that. The surface connecting algorithm seems gold. When you convert to polygons, is the software capable to produce polygons uniformly and well connected? Why don't you guys record a full video modeling a car from blueprint? This could go viral
Great demo video Lee... As a follow up I would like to see your workflow for breaking down the larger xNurbs surfaces for model refinement. Many Thanks!
Good for concept modelling. For production ready design, it seems the tool needs more considerations towards control of CV layout. Until then XNurbs is just for visual representation (non-engineering process) of might become the actual product (engineering process).
The CVs are automatically positioned by xNURBS optimization algorithm on the fly. The CV layout is the one among all possible solutions that generates the smoothest curve or surface. So the generated CVs are outstanding (xNURBS optimization algorithm produces fair shapes that are analogous to a physical model: when a wooden batten bends, it always assumes a shape that minimizes its bending energy to form a smooth curve. Similarly xNURBS generates a NURBS curve or surface that is the one among all possible solutions that has the smoothest shape. This is how xNURBS generates high quality CVs on the fly.). This video only shows a quick rebuild. The power of xNURBS is equally of value during speed modeling and also during final production modeling. During the actual design process, surfaces can be broken down further, and then rebuild as needed to achieve good flowing, tangent surfaces and smaller deviations.
@@xnurbs3502 Yes, and as I said for fast repairs and non-critical parts it is good, really good. But there are many other considerations for engineering (the so called "Class-A modelling"), which would require CVs, spans, and hulls to be controlled individually.
@@PASHKULI There are a number of options in xNURBS dialog so that designers can change CVs and hulls etc. I think you mean Bézier surfaces. It is one way for Class A surfaces: single span and each patch must be very simple. Designers generally need spend a lot of time to manually adjust control points to generate the desired patches. Very time-consuming. If there is a small change in the design, then re-do the whole work. As said, for xNURBS, you change the CVs and hulls etc. via xNURBS options, e.g., the sliders and check boxes. This is how xNURBS generates high quality curves and surfaces on the fly. If there are changes in the design, xNURBS regenerates the surfaces in (milli)seconds. This is how the final car model in the render is completed within one month.
@@xnurbs3502 Nice, but am sure they will not produce the car exterior from the files XNrubs was used. They will make proper A-class modelling. XNurbs here is for conceptual design: fast and great visual results!
@@-IYN- Yes, it will not produce the car exterior from the files xNURBS was used in the demo. As said in the video, the demo is a simple recreation to showcase xNURBS features in a brief way. In design, more time and analysis was spent during the actual creation of the model using xNURBS to produce the results you see in the final render. In other words, the model in the final render uses different surfacing layout and xNURBS settings. So this particular demo only shows the use of xNURBS for fast concept design.
The demo in that car video is a simple recreation to showcase xNURBS features in a brief way. In design, more time and analysis was spent during the actual creation of the model using xNURBS to produce the results you see in the final render. In other words, the model in the final render uses different surfacing layout and xNURBS settings. So the demo only shows the use of xNURBS for fast concept design.
@@xnurbs3502 Yes, sure. And it seems to be great and smart. I just meant that for class A surfacing surfaces cannot have spans at all, and must be the simplest mathematical surfaces as possible, usually no more than degree 5. Thanks for your comment ;)
@@gibson2623 I think you mean Bézier surfaces. It is one way for Class A surfaces: single span and each patch must be very simple. Designers generally need spend a lot of time to manually adjust control points to generate the desired patches. Very time-consuming. If there is a small change in the design, then re-do the whole work. xNURBS optimization algorithm produces fair shapes that are analogous to a physical model: when a wooden batten bends, it always assumes a shape that minimizes its bending energy to form a smooth curve. Similarly xNURBS generates a NURBS curve or surface that is the one among all possible solutions that has the smoothest shape. This is how xNURBS generates high quality curves and surfaces on the fly. If there are changes in the design, xNURBS regenerates the surfaces in (milli)seconds. This is how the final car model in the render is completed within one month.
I wish you would make the curves available for download so we can work through the process. If i build the curves wrong slightly i get time consuming calculations. I would like to see if its X-nurnbs issues or my geometry. It also saves time having the curves. Rhino issues a download pack with their training manuals, and it was very helpful when trying to learn.
Do not understand your comment "If i build the curves wrong slightly i get time consuming calculations.". xNURBS is extremely fast and can solve your curves on the fly (The difference should be within a couple of milliseconds). No user says that he/she gets time consuming calculations with xNURBS.
You can download the curves here: www.xnurbs.com/XNurbsRelease/Bike%20Seat.3dm The curves in the model can be used as a base for rapid concept design. Professional designers would certainly adjust the curves.
It's amazing. I wish to see xnurbs working on SubD geometry and Mesh geometry too. Just add options SubD and Mesh when starting to finish work. Many thanks.