![]() ![]() Then even after that, Sub-d surfaces are quite sensitive to the topology of the control mesh - if there is any irregularity to the topology it will result in things like ripples and bumps in the sub-d surface. But once you have done any trimming or boolean operations, that will put trim curves on the surfaces, which means that the control point structure of the underlying surface can no longer just be used directly to convert over to a sub-d mesh, instead a completely new set of quads have to be created that attempt to follow the trim curves of the NURBS surface. It could be possible for some special cases like when you have untrimmed surfaces. I don't really have a whole lot of confidence that the reverse direction of starting with NURBS and going to Sub-d is very feasible in a robust dependable way. Have you not spent much time drawing things in MoI instead of Rhino? That's quite a lot of differences, I'm surprised you haven't noticed them. There are a lot of other differences than that too, like the 2D edit frame in MoI that lets you quickly rotate or scale 2D objects similar to if you were in a 2D illustration program, Scene Browser that lets you have quick access to named objects and allows for actions like "hide all solids" with 1 click, a center object snap that doesn't get confused with "near" object snap, a mini dialog UI for command options with things like checkboxes and sliders rather than Rhino's text-based command-line UI, construction lines in MoI enable various kinds of snaps that require extra steps in Rhino, etc. ![]() ![]() That kind of concentration of functionality into a smaller number of commands has a major impact on making MoI's UI much, much less overwhelming than Rhino's. ![]() That allows a command to become more context aware and work on the selection, enabling a reduction in the number of commands.įor example MoI's one Fillet command does the equivalent of 4 Rhino commands (FilletEdge, FilletSrf, Fillet, FilletCorners), depending on what you selected. One of the big ones is that in MoI you can easily pre-select sub objects like edges or faces, before running a command. Well, since I designed both of them there are certainly several similarities, but also there are many differences in MoI that solve particular problems in Rhino's workflow. i don't really see a difference between Moi and Rhino ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |