Hi Stefan, the main problem with Bezier patch modeling is the same as with Bezier curve modeling which is that it's difficult to get G2 continuity across patches or curve segments without constraining everything to be in the symmetrical handle editing mode.
That's basically the fundamental reason why NURBS curves and surfaces were invented, to have a way to generate multiple bezier patch spans from a longer sequence of control points with guaranteed continuity between the internal spans of a single surface.
Even aside from strict G2 continuity, it's just difficult to avoid general surface shaping defects like unwanted ridges and and smooth curvature distribution using that type of patch modeling (with editing points right on the patch) method compared to sub-d.
- Michael
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