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Surface Continuity checking in Maya

5 REPLIES 5
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Message 1 of 6
Anonymous
2969 Views, 5 Replies

Surface Continuity checking in Maya

Hey Guys, 

 

i would like to know if there are any kind of tools/shading options in maya to check the surface continuity of your Nurbs Surfaces. 

A example would be the zebra stripes as in Alias or Rhino. 

 

It doesnt have to be zebra stripes since i am sure Maya does not have those. I am fine with any kind of diagnostic shading that checks the continuity of your surfaces. 

 

It would be awesome if someone could tell if such a thing exists!

 

Cheers!

 

 

5 REPLIES 5
Message 2 of 6
pshwayka
in reply to: Anonymous

Would the checkerboard texture work for you?

Message 3 of 6
_sebastian_f
in reply to: pshwayka

@pshwayka: i don´t think thats what he wants.

 

@Anonymous

unfortunately maya doesn´t has it by default. but you can create something like a zebra quite easy.

it´s not excactly the same like the alias one but should be enough for a quick check.

 

diag01.JPGdiag02.JPG

 

wih similar methods you can also create other verions of the diagnostic in alias.

Message 4 of 6
Anonymous
in reply to: _sebastian_f

Hey Guys, 

 

first of all thanks a lot for your suggestions! And a big sorry for not responding sooner - usually i get a e mail if someone replies to my threads in other autodesk forums - i have that option on by default - but it seems that it did not work this time!

Sorry for the huge delay! I thought about this again today an remembered my thread!

 

Thanks again - i thought about doing it via the texture - the thing i was unsure about was if there is some underlying calculation going on in something like Alias - if that is not the case and its purely an applied texture that has a pattern on it that makes it easy to spot flaws than thats of course perfect to me. 

 

Sorry - i come originally from drawing and sketching cars so the whole 3D thing is pretty new to me!

 

Is there a lot happening with NURBS still? I mean from a development perspective? Most of the new improvements seem to be centered around the Modeling Toolkit. I like where both methods of modeling are right now - i just hope people dont forget about NURBS modeling - i really like it!

 

 

Message 5 of 6
joostkonemann
in reply to: Anonymous

If you use Arnold you can also use a aiUtility shader set to 'Reflection Lines' color mode. It gives results like the attached image. Though it is not live in the viewport.

reflectionLinesArnold.jpg

 

 

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Message 6 of 6
Anonymous
in reply to: Anonymous

Yes, this comes really long after your post have been made, just for anyone who has googled this recently.

 

I made a quick tutorial on 3D modeling artifacts and like others who have replied I use a flow check map in the reflection slot to check my surface.

You can download a colorful flow map similar to the zebra map but only looks more cool 🙂 here: https://gum.co/jlvkd

 

and these are two articles, one on 3D modeling cars in polygons and why you need to test with a flow check map here: www.ebalstudios.com/blog/modeling-cars-polygons

And another on mo 3D modeling artifacts and it goes into the flow check map: www.ebalstudios.com/blog/3d-modeling-artifacts-flow-check-reflection-map

 

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