Fixing Blend problem
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 From:  Andrei Samardac
6063.29 In reply to 6063.28 
G1- 4 Points
G2 -6 Points

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 From:  Mauro (M-DYNAMICS)
6063.30 In reply to 6063.29 
@Andrei:I think simple man never distinguish G1 from G2 or G3.
I understand what you mean ;) but is not always correct

G2 means to have a continuity of the curvature when join two curved surfaces together
It's obvious that is useless if your surfaces are flat,like Danny correctely says
But it can be useful for you because it give you a real smooth junction and speed up your workflow
I know that your target is rendering so: is it better to have a clean surface made from a G2 blend,quickly?
I suggest you to consider this option when you model and when possible,it will give you better results :)

Consider this like a kind suggestion without misunderstandings..you got this option..use it ! :)
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 From:  Andrei Samardac
6063.31 In reply to 6063.30 
M-Dynamics,
Previously I tried to use G2 every time to get smoother result. But in organic shapes it starts to produce kinked results. So I stop to lose time trying G2 and start to use G1 everytime :)
I now this workflow is not good for everybody, so you can do it as you like )
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 From:  BurrMan
6063.32 In reply to 6063.18 
"""""""""""""I just don't know which kind of curvature can handle -NSIDED- tool""""""""""""""""""""""""""

Michael spent alot of time to adjust and get the nsided tool he wanted. He mentioned that "for now", in it's initial release, it is only doing G1.. Later he will be working to get the curvatures in to it...

I think you were asking this?
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 From:  Michael Gibson
6063.33 In reply to 6063.12 
Hi Pilou,

> Does 3 a maximum?
> And that works also with 3 on a side and 2 on the other side ?

There is no specific maximum, yes it can work with 3 on one side and 2 on the other side.

- Michael
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 From:  Michael Gibson
6063.34 In reply to 6063.20 
Hi Mauro,

> Let Michael to say something,if he's not too busy :)
> hope this time no misunderstadings :)

Yes, the n-sided tool currently only does G1 continuity. Maybe it will be possible in the future to improve that but it's a pretty difficult area.


> ..or imagine to model a car with lot of patches that need to join together without seams ;)

Sub-d modeling can just generally work better for something that's supposed to have a large and complex smooth skin all over it without any distinct separate components to it.

If you're doing the kind of modeling where you need to build a complex G2 skin, I usually recommend looking into sub-d modeling to do that rather than NURBS modeling, it's just generally awkward even with advanced highly expensive software to do "patch by patch" G2 modeling using NURBS surfacing because it tends to basically apply pressure when you try to apply more force to a surface to behave in a certain way as compared to a more global smoothing solution like sub-d modeling does.

- Michael
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 From:  Mauro (M-DYNAMICS)
6063.35 
Thanks Burr and Michael for answers
Yes:NSIDED works well in many situations,now i know is G1
Agree with you Michael...about car-modeling there is a plug-in in Cinema4D that works well :

http://www.c4dplugin.de/splinepatch/splinepatch_en.html

I have it, but my modeling environment is MOI (i'm addicted :) )

M
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