There is no right or wrong answer, and sometimes the best solution is a combination of the two methods, for example by using SubD meshes during the design exploration and NURBS to finalize the geometry for production. In a tessellation, whenever two or more polygons meet at a point (or two or more polygons meet at a particular vertex), the internal angles must add up to 360°. Or, we might have a slightly more complex construction using triangles.
In general, it is almost always possible to decide whether it's better to use NURBS or Meshes. Tessellation A pattern of shapes that fit perfectly together A Tessellation(or Tiling) is when we cover a surface with a pattern of flat shapes so that there are no overlaps or gaps. A simple example of such a tessellation is one which uses only squares you can imagine the following pattern repeated to completely cover an arbitrarily large surface. By using appropriate edge loops it is possible to create a final geometry which is quite close to the NURBS one, but the computation time is orders of magnitude faster. Left: NURBS geometry right: SubD equivalent geometryĪlternatively, it is possible to use SubD meshes: in this case the modeling process needs to be redone in order to generate a clean topology. In our case we use the seven patterns triangle with id0 needs renement because the. In this case using NURBS is quite straightforward, but the computation is quite intensive - the morph alone takes more than 30 seconds, and the solid fillets much longer than that. Nevertheless, the algorithm detects that the our tessellation algorithm.
The rendering shows the NURBS geometry, generated using simple functions (Loft and Fillet Edge), with a final morphing operation. In the second step, each triangle is used to generate a inner hole with filleted edges and a size driven by a point attractor. A consists of two steps: in the first one the hexagons are divided into triangles, and for a subset of them the triangles are further divided into four triangles using a triangle subdivision. This pattern design is based on an hexagonal grid.