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Surface Modeling Techniques Explained

Surface modeling involves creating and editing associative and NURBS surfaces, which are 3D objects that serve as infinitely thin shells. There are two types of surfaces: procedural surfaces that maintain relationships with other objects, and NURBS surfaces that use control vertices for shape manipulation. Key methods for creating surfaces include extruding, lofting, and blending, with properties like surface continuity and bulge magnitude being important for achieving smooth transitions between surfaces.

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0% found this document useful (0 votes)
6 views19 pages

Surface Modeling Techniques Explained

Surface modeling involves creating and editing associative and NURBS surfaces, which are 3D objects that serve as infinitely thin shells. There are two types of surfaces: procedural surfaces that maintain relationships with other objects, and NURBS surfaces that use control vertices for shape manipulation. Key methods for creating surfaces include extruding, lofting, and blending, with properties like surface continuity and bulge magnitude being important for achieving smooth transitions between surfaces.

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pepperminty1230
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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SURFACE

MODELLING
LESSON 2
Surface modeling provides the
ability to create and edit
associative and NURBS
surfaces.
A surface is a 3D object that is
an infinitely thin shell. There
are 2 types of surfaces:
- Procedural surfaces can be associative,
maintaining relationships with other objects
so that they can be manipulated as a
group.
- NURBS surfaces are not associative.
Instead, they have control vertices that
allow you to sculpt shapes more naturally.
You create surface models using
many of the same tools that you
use for solid models: sweeping,
lofting, extruding, and revolving.
You can also create surfaces by
blending, patching, offsetting,
filleting, and extending other
surfaces.
Create procedural and NURBS surfaces using the
following methods:
- Create surfaces from profiles. Create
surfaces from profile shapes composed of lines
and curves with EXTRUDE, LOFT, PLANESURF,
REVOLVE, SURFNETWORK, and SWEEP.
- Create surfaces from other
surfaces. Blend, patch, extend, fillet, and offset
surfaces to create new surfaces (SURFBLEND,
SURFPATCH, SURFEXTEND, SURFFILLET, and
- Convert objects into procedural
surfaces. Convert existing solids (including
composite objects), surfaces, and meshes into
procedural surfaces (CONVTOSURFACE).
- Convert procedural surfaces into NURBS
surfaces. Some objects cannot be converted
directly to NURBS (for example, mesh objects). In
that case, convert the object to a procedural
surface and then convert it to a NURBS surface
(CONVTONURBS).
Understand Surface Continuity and
Bulge Magnitude
Surface continuity and bulge magnitude
are properties that are frequently used
when creating surfaces. When you
create a new surface, you can specify
the continuity and bulge magnitude
with special grips.
Continuity is a measure of
how smoothly two curves or
surfaces flow into each
other. The type of continuity
can be important if you need
to export your surfaces to
Continuity types include the
following:
G0 (Position). Measures location only. If
the edge of each surface is collinear, the
positions of the surfaces are continuous
(G0) at the edge curves. Note that two
surfaces can meet at any angle and still
have positional continuity.
- G1 (Tangency). Includes both positional
and tangential continuity (G0 + G1). With
tangentially continuous surfaces, the end
tangents match at the common edges. The
two surfaces appear to be traveling in the
same direction at the join, but they may have
very different apparent “speeds” (also called
rates of change in direction, or curvature).
- G2 (Curvature). Includes
positional, tangential, and
curvature continuity (G0 +
G1+G2). The two surfaces
share the same curvature.
Bulge magnitude is a measure
of how many surface curves or
“bulges” as it flows into
another surface. Magnitude
can be between 0 and 1 where
0 is flat and 1 curves the most.

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