I am currently writing an importer: opennurbs->Houdini in c++. My goal here is to get more control over the tesselation process and structure (layers, colors, instancers, maybe userdata, maybe Materials)
I am stuck with trimmed surfaces. I have no idea how this could work. What is the strategy here to create trims with GD_TrimLoop, GD_Detail, profiles, GD_TrimPiece... Are there any examples?
this piece of code obviously does not work, as it returns 0
GEO_PrimNURBSurf* surf = (GEO_PrimNURBSurf*)prim; int create = 1; GEO_Profiles* profiles = surf->profiles(create); std::cout<<"has profiles? " <<surf->hasProfiles()<<std::endl;
In this screenshot i can show that i already can import some object types, needs more work and testing though. Here you can see that fbx nurbs import is not sufficiant with rational nurbs data. I know there is iges too, which works well, but is unstructured.
Any help appreciated