Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 1 13-12-2003 , 01:26 AM
Registered User
Join Date: Oct 2003
Posts: 5

How do you join NURBS surfaces?

Ok, I made an awesome car in Maya, with Subdivs (which rule). At that point, I had to perform some booleans on the shapes, so I converted the subdiv to NURBS. When I do this, it breaks the object up into many small NURBS surfaces. This would be fine, except when I render, the seams between the surfaces are visible, which is uncool.

So how do I connect/join/weld/union/whatever these NURBS surfaces back together, to get rid of those seams?

Thanks in advance.

Edit: I have tried the union function under the NURBS menu, but it doesn't seem to do anything.


Last edited by mrdarklight; 13-12-2003 at 01:31 AM.
# 2 13-12-2003 , 01:44 AM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
You won't be able to attach them together. That's the limitation of NURBS. If it looks ok in your view, but is faceted in the render, that means you need to increase your tessellation for all your pieces.

The quick, easy way to do this is to select them all and go to Window > General Editors > Attribute Spreadsheet.

Click on the Tessellation tab.

You'll want to play with the settings, but the settings I use is to turn Explicit Tessellation (also called Advanced Tessellation) ON. Curvature Tolerance to HIGH quality. Use Chord Hieght Ratio OFF.

# 3 13-12-2003 , 02:31 AM
Registered User
Join Date: Oct 2003
Posts: 5
Ah, I see. Thanks for the tip.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads