T-Splines combines classic methods from NURBS and subds with unique timesaving tools of its own to allow modelers to work with models as a single surface instead of as patches.
With its focus on keeping the surface as simple as possible, T-Splines accommodates both simple and complex modeling projects, and excels at organic shapes. T-Splines is used in applications ranging from video games to high-end human anatomy to CAD shape deformation.
Modeling control T-Splines introduces unsurpassed control to surface modeling, allowing designers to more quickly create complex surfaces and manipulate them with ease, yielding reductions in modeling workflow times of 20-30%.
Compatibility 100% loss-less conversion of T-Splines surfaces to NURBS, as well as conversion of polygonal meshes to T-Splines, ensures full industry compatibility and seamless integration in your design process.
Value T-Splines combines modeling methods in one application that were previously only available separately.
Surface quality T-Splines surfaces are watertight by default and very easy to smooth, making them ideal for offsetting and manufacturing.
Modeling T-Splines brings new ways of modeling to Rhino, including box modeling (a popular technique used in high-end animation), creating entire models at once from curves, and optimized lofting.
Translating Subdivision surface and polygonal models can be converted into industry standard NURBS by the push of a button.
Editing T-Spline models are easy to edit. New tools include adding local control points for optimal detail, deleting partial rows of control points to smooth the surface, adding local creases, and merging surfaces to eliminate gaps. Rhino editing commands also work on T-Spline objects.
T-Splines是由Alias公司领导开发的一种具有革命性的崭新建模技术,它结合了Nurbs和细分表面建模技术的特点,虽然和Nurbs很相似,不过它极大地减少了模型表面上的控制点数目,可以进行局部细分和合并两个Nurbs面片等操作.使你的建模操作速度和渲染速度都得到提升.T-Splines在SIGGRAPH 2005大会上也进行了展示,其T-Splines for maya插件也将在不久后发售.
T-Splines 作为一种新的 surface 的表示方式,最初是在 2003 年和 2004 年的 Siggraph papers 会议上首次公开的. T-Splines 是 NURBS 和 SubDs 的扩展,并且可以从它们其中的任何一个无损的转换过来,就像是 polymeshes . T-Splines 也可以进行 T-Junctions,这可以让你不用创建'n-gons'就可以在 T 中停止 isoparms/edgeloops.也就是说,这个新的 surface 依然可以像 quad 那样 shades 和 deforms.而不需要额外的几何体.
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