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UVW Map veryyyyy...slow...
show user profile  tom_curitiba
Hi,

at the beginning I thought it was because I was using in the preferences the 512 texture size but I noticed that when I convert my Nurbs to an editable Poly it becomes quick again, so it must be something with the fact that it is a Nurbs (after many trials I dropped on converting to editable poly because I always lose on these nice polished round surfaces, even with the SGs)
I googled "nurbs slow uvw map" and didnt find anything on that, only 1 article which doesnt say much,

I have no clue why the nurbs are slow with the UVW modifier and what I could do for that..
it makes the fine map gizmo settings almost impossible actually.. :-/

any idea is welcome :-)

thanks,

Tom
read 475 times
12/18/2013 12:15:37 AM (last edit: 12/18/2013 12:15:37 AM)
show user profile  LionDebt
You cannot unwrap a nurbs surface.

A nurbs surface is pretty much deformed rectangles, where as an editable poly is actual geometry - so the uvw layout shows you and what you work with in it are pieces of geometry.

Learn to high poly / subdivision / sub-div model.

I never really use nurbs.


read 467 times
12/18/2013 3:50:31 AM (last edit: 12/18/2013 3:50:31 AM)
show user profile  donvella
screenshot?




read 459 times
12/18/2013 7:05:09 AM (last edit: 12/18/2013 7:05:09 AM)
show user profile  tom_curitiba
@LionDebt:
thanks for your post, you mean the MeshSmooth modifier ?
I have tried many things to have a good result when I get a Nurbs imported..
Like converting to Mesh, Retopology, scripts, etc..
I had even found a way to almost get a good model :
1) I convert it to a mesh, then weld the vertices + redo the SGs
2) still some bumps are left and right, so I relax or flatten the mesh and finally close the few holes which appeared by welding their vertices again.
But still some bumps I cant flatten because they create these famous black spots on the mesh, I tried to turn the diagonal, to redo the SGs, etc.. to get rid of these black things but nothing worked so I finally let these few left bumps in peace.
At the end, I had thought it may be better to keep the nurbs as it is but again I hit a problem now with the UVW Map modifier which becomes soooo slow that it is impossible to work with.
I tried also to unwrap but it becomes a mesh..doesnt keep its nice smooth nurbs ;-)
I made some research on the subdivision but I am a little confused with interaction between the Smoothing Groups (SG) and the MeshSmooth modifier.

I send a scrren shot and one file that tippycally shows the situation.
Typicall with one curved surface that has to be trimmed.

>> File: http://dropcanvas.com/075hl

Before Subdiv
>> Image: http://i.imgur.com/zEYolIk.jpg?1

After SubDiv
>> Image: http://imgur.com/zEYolIk&VVrWkqM#1

I have the feeling that the bumps are coming more and smaller.

read 453 times
12/18/2013 11:49:40 AM (last edit: 12/18/2013 11:51:01 AM)
show user profile  tom_curitiba
@Donvella,
I send you a screenshot of the stack, it is difficult to show..I describe it :
I have my nurbs and the UV Map on it, I pick up the gizmo to scale/place the bitmap correctly but then the PC freezes for few minutes at each UV Map gizmo movement. http://i.imgur.com/lG0Vy05.jpg?1

read 441 times
12/18/2013 2:21:29 PM (last edit: 12/18/2013 2:21:29 PM)
show user profile  donvella
maybe u need a new pc




read 413 times
12/19/2013 2:45:41 AM (last edit: 12/19/2013 2:45:41 AM)
show user profile  tom_curitiba
it is new already :-) has a good config
read 403 times
12/19/2013 7:45:03 AM (last edit: 12/19/2013 7:45:03 AM)
show user profile  donvella
i dont think your modifier panel agrees :)




read 401 times
12/19/2013 8:04:23 AM (last edit: 12/19/2013 8:04:23 AM)
show user profile  tom_curitiba
when I configure the prefs to best fit to bitmap and 512, it works good with a mesh but with the nurbs, it takes 2 or 3 minutes to answer, even with a very low texture bitmap in view port, that's why I think it has something to do with the nurbs
read 398 times
12/19/2013 9:09:37 AM (last edit: 12/19/2013 9:09:37 AM)
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