Every good Catmull Clark Subdivision Surface implementation with Edge Weighting gives you perfect visual continuity in reflections.
The mushyness is countered by the edge-weighting.
You have other problems with SDS that are easier to solve with NURBS, but for relatively organic forms it's perfect.
For example:
http://www.screendream.de/Site/3d-design/sculpture.html#/3
That is from Softimage XSI, which has one of the best implementations I've seen. After Autodesk bought them, I ended my subscription when it became clear that it is no longer going anywhere, but I still have a license. Now I work more in Lightwave 3D again, where the SDS and especially the edge-handling aren't as good, but still you can get similar results, although with a bit more fiddling.
Since I come from the polygon-world originally, I'm always amazed how much effort and money are needed to get something similar in NURBS. ;-)
Cheers,
Tom
EDIT: Just to be clear: what I am looking for is visual continuity in reflections. The discussions aren't always clear if G2 or G3 is needed for that.
Sorry for any confusion that may have caused.
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