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

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