If you could export one .OBJ file with NURBS representations, then the same object as an expanded triangle mesh (with normals, preferably), that would be sufficient.
I don't see much point in supporting 3ds or Maya, as those data formats tend to change with new releases. Not good from a software support standpoint.... Cheers, -Greg > From: "Randolph M. Fritz" <rfr...@lbl.gov> > Date: January 30, 2012 9:41:57 PM EST > > On 2012-01-30 22:03:46 +0000, Gregory J. Ward said: > >> I've looked at this in the past. Aside from the programming effort required >> to intersect voxels and rays with NURBS, there is the fact that most such >> algorithms end up dynamically subdividing such surfaces down to pixel >> resolution. This is a problem for Radiance because pixel size is not known >> in the general context. Also, subdividing once at the outset into triangles >> results (in most cases) in faster rendering times. I decided it made more >> sense just to store a NURBS as a mesh object and render that. > > Oh, I see. > >> It still would be nice to have code in obj2mesh to accept NURBS. Do you >> know if anyone actually uses .OBJ format for higher-order surfaces? I saw >> it in the specification, but I've never seen any example files. > > Yes, McNeil's Rhinoceros does for export--I can send you some samples if > you'd like. Let me know what shapes to export. I can also ask some of the > media people I know if 3ds max and Maya do. > > Randolph _______________________________________________ Radiance-dev mailing list Radiance-dev@radiance-online.org http://www.radiance-online.org/mailman/listinfo/radiance-dev