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ccross20
Hey everyone, my name is Carter, this is my first post here. I've been working with houdini for a couple weeks, doing a lot of training but there is still so much to learn, so I may post here every so often when I get stumped.

Today's question:

How do I get rid of the visible seams where nurbs surfaces join.

An example of this would be the SkinShip example in the skin node help file. If you delete the primitive nodes so that all the colors are the same and then render it out it is still obvious that it is not one fluid surface.

- Thanks,
Carter
digitallysane
Hi and welcome,

That example makes no attempt to build a smooth surface, it just shows you how to skin some curves.
You can either a. try to connect the surfaces using The Stitch SOP or Join SOP, or b. convert everything to polygons (Convert SOP) and then join the parts into one (Facet SOP -> consolidate) and then maybe render as Subdivision surfaces.

Dragos
rofthorax
ccross20
An example of this would be the SkinShip example in the skin node help file. If you delete the primitive nodes so that all the colors are the same and then render it out it is still obvious that it is not one fluid surface.
- Thanks,
Carter

Not familiar with the example, but you might have to determine if
both surfaces are tangential.. If not, you might have to cut back some and find a way to fill the space in between, otherwise even if you fill the seam it might show up as dimpled in the render.
ccross20
yeah I found that when I converted it to a polygon some of the surfaces did have reversed normals.

I am finding that somtimes there are seams in the viewport, but when you render it in mantra they go away.
probbins
Keep in mind that what you see in the viewport is a simple opengl representation.
goldfarb
and if I'm not mistaken the Level of Detail setting in the display options can help make nurbs in the viewport more accurate
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