Surfaces, Curves and Points in the 3D World

Author : Elizabeth Huston789
Publish Date : 2021-04-19 09:52:21


Surfaces, arcs, points, and non uniform rational basis spline surfaces are defined by a series of curves and control peaks. Depending on the curvature you use, your editing capabilities differ somewhat.

Let's first start by talking about the different arcs and their control peaks. Arches can be defined by either points or control peaks. The closest comparison for dots is vertices.

Points actually lie on the surface itself and directly control the shape of the curl. Control dots are a bit different. Instead of lying directly on a curve, they are actually part of a lattice that acts more like a magnet. As you move the them around on a curvature, they push and pull on the curve itself. They also have weights that control the influence of that apices on the sheer.

They have independent weights that can be edited both in a static nature and over time standard primitives can all be converted into new surfaces. However, this is not as straightforward with non uniform rational basis spline curls.

Curvatures can act as the building blocks of a non uniform rational basis spline surface, but you can also build straight new surfaces much like patches. You can create either a Point surface or a control vertices surface.

Which one you use depends on how you like to model. Control peaks act like your finger pressing on a lump of clay to shape it into a model. Points act like pinpoint pressure on a gel-filled object; it affects both that point as well as the immediate surrounding areas.

Moving a peak on a dotted plane directly affects the surrounding areas of the surface. That kind of surface behaves a bit differently. Not only does they need to be pulled much higher, it also does not have the same affect on the surrounding areas as the dot does. The control vertices surface tends to "gravitate". The peak surface seems to push and pull from the dot that was moved.
Surfaces, arcs, points, and non uniform rational basis spline surfaces are defined by a series of curves and control peaks. Depending on the curvature you use, your editing capabilities differ somewhat.

Let's first start by talking about the different arcs and their control peaks. Arches can be defined by either points or control peaks. The closest comparison for dots is vertices.

Points actually lie on the surface itself and directly control the shape of the curl. Control dots are a bit different. Instead of lying directly on a curve, they are actually part of a lattice that acts more like a magnet. As you move the them around on a curvature, they push and pull on the curve itself. They also have weights that control the influence of that apices on the sheer.

They have independent weights that can be edited both in a static nature and over time standard primitives can all be converted into new surfaces. However, this is not as straightforward with non uniform rational basis spline curls.

Curvatures can act as the building blocks of a non uniform rational basis spline surface, but you can also

 

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build straight new surfaces much like patches. You can create either a Point surface or a control vertices surface.

Which one you use depends on how you like to model. Control peaks act like your finger pressing on a lump of clay to shape it into a model. Points act like pinpoint pressure on a gel-filled object; it affects both that point as well as the immediate surrounding areas.

Moving a peak on a dotted plane directly affects the surrounding areas of the surface. That kind of surface behaves a bit differently. Not only does they need to be pulled much higher, it also does not have the same affect on the surrounding areas as the dot does. The control vertices surface tends to "gravitate". The peak surface seems to push and pull from the dot that was moved.
Surfaces, arcs, points, and non uniform rational basis spline surfaces are defined by a series of curves and control peaks. Depending on the curvature you use, your editing capabilities differ somewhat.

Let's first start by talking about the different arcs and their control peaks. Arches can be defined by either points or control peaks. The closest comparison for dots is vertices.

Points actually lie on the surface itself and directly control the shape of the curl. Control dots are a bit different. Instead of lying directly on a curve, they are actually part of a lattice that acts more like a magnet. As you move the them around on a curvature, they push and pull on the curve itself. They also have weights that control the influence of that apices on the sheer.

They have independent weights that can be edited both in a static nature and over time standard primitives can all be converted into new surfaces. However, this is not as straightforward with non uniform rational basis spline curls.

Curvatures can act as the building blocks of a non uniform rational basis spline surface, but you can also build straight new surfaces much like patches. You can create either a Point surface or a control vertices surface.

Which one you use depends on how you like to model. Control peaks act like your finger pressing on a lump of clay to shape it into a model. Points act like pinpoint pressure on a gel-filled object; it affects both that point as well as the immediate surrounding areas.

Moving a peak on a dotted plane directly affects the surrounding areas of the surface. That kind of surface behaves a bit differently. Not only does they need to be pulled much higher, it also does not have the same affect on the surrounding areas as the dot does. The control vertices surface tends to "gravitate". The peak surface seems to push and pull from the dot that was moved.
Surfaces, arcs, points, and non uniform rational basis spline surfaces are defined by a series of curves and control peaks. Depending on the curvature you use, your editing capabilities differ somewhat.

Let's first start by talking about the different arcs and their control peaks. Arches can be defined by either points or control peaks. The closest comparison for dots is vertices.

Points actually lie on the surface itself and directly control the shape of the curl. Control dots are a bit different. Instead of lying directly on a curve, they are actually part of a lattice that acts more like a magnet. As you move the them around on a curvature, they push and pull on the curve itself. They also have weights that control the influence of that apices on the sheer.

They have independent weights that can be edited both in a static nature and over time standard primitives can all be converted into new surfaces. However, this is not as straightforward with non uniform rational basis spline curls.

Curvatures can act as the building blocks of a non uniform rational basis spline surface, but you can also build straight new surfaces much like patches. You can create either a Point surface or a control vertices surface.

Which one you use depends on how you like to model. Control peaks act like your finger pressing on a lump of clay to shape it into a model. Points act like pinpoint pressure on a gel-filled object; it affects both that point as well as the immediate surrounding areas.

Moving a peak on a dotted plane directly affects the surrounding areas of the surface. That kind of surface behaves a bit differently. Not only does they need to be pulled much higher, it also does not have the same affect on the surrounding areas as the dot does. The control vertices surface tends to "gravitate". The peak surface seems to push and pull from the dot that was moved.



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