Just to introduce myself, I'm CG generalist since nearly 20 years, and I have spend lot's of time modeling stuffs (mostly hard surfacing).
I started with Subdivision modeling during the first 10-12 years (Lightwave, Modo, 3Dsmax), and added nurbs in my tool-bag 8 years ago, with a very easy nurbs software called MoI3D.
(Purpose of the images is to illustrate that I have suffer with both technics).
I'm using Houdini 18 months ago, mainly for environment and procedural modeling, and recently I started to focus a little bit more the nurbs surface tools (rails, skin, sweep), and I'm a little bit confuse how “rustic” this tools are, especially the skin operator (had a violent fight with this one this weekend).
So I did some research too, and it seems like the main idea about this tools are :
“we did nurbs tools for years, nobody cared, the maths are super hard and apparently not worth it, don't expect any updates”.
I don't think that I can change anything about this statement, but I had to try something.
So here's 3 ‘simple’ surfacing example from MoI3D, a tool developed by a single person (Michael Gibson), and I think he's using a library called SOLID++ from Integrityware (http://www.integrityware.com/).
Example 1: Loft.
Lofting between 4 closed curves, with different number of CV's, one of the profile is actually a filleted square shape. No curve sorting needed, starting point of every curves are not aligned.
Example 2 : Sweep.
Sweep along 2 rails, with a third curve as additional control (scaling rail). No special alignment for the profile closed curves is needed.
Example 3 : Network.
4 U curves, 3 closed V curves. While the U curves are drawn very carefully, the V one don't even touch the rails. No curves sorting needed, no trimming needed.
This kind of improvements will change a lot the usability of the Houdini tools in that area, because in the actual state, I can understand the lack of success and the limited usage from the users.
Maybe relying on an existing nurbs library might help ?
As a side note, I was only able to load the first 2 models in Houdini, using IGS. The parametrization doesn't look that bad.
It seems there was a good push to add better poly-modeling tools (the new boolean is awesome), it's off course welcome. But I also believe that building shapes from curves is something much more procedural friendly by nature (compared to the hundreds of pushing/pulling/edge looping needed for box modeling).
This last video is just to illustrate what “modern nurbs package” can do
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Cheers.
Pascal.