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In the Film and Animation Industry they have been completely replaced by Sub-Division surfaces. Which offer more flexibility and are easier to work with. Maya
by generic_user 10y ago
In the Film and Animation Industry they have been completely replaced by Sub-Division surfaces. Which offer more flexibility and are easier to work with.
Maya and other software have become heavily focused on Sub-Division surfaces.
- colinthompson 10y agoIndeed. The main reason they weren't replaced sooner was because parameterizing subdiv and poly surfaces for texturing was historically a pain in the neck, whereas NURBS was essentially free. New techniques like PTex and better UV mapping tools removed that issue, essentially nulling the inherent advantage of NURBS for use as an asset authoring surface type.
- generic_user 10y agoIt will be interesting to see going forward what happens in games and real time. If something like Pixar's OpenSubDiv will become the de-facto standard for real time geometry or if there will be another paradigm shift to somthing like OpenGL tessellation or something else. Tessellation does not look like it is gaining much traction atm. But then again neither does OpenSubDiv.