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Chapter 3: Modeling I > NURBS Tessellation

NURBS Tessellation

While working with NURBS surfaces, you may see small gaps or areas around the trim edge that do not precisely follow the curve. This is due to the settings found in the NURBS Display section of the surface's Attribute Editor. These settings adjust how the NURBS surfaces appear while working in Maya. They do not necessarily represent how the object will look when rendered. By increasing the precision of the NURBS surface display, you may find that the performance of Maya on your machine suffers. It depends on the amount of RAM and your machine's processor speed. The main thing to remember is that changing these settings will not affect how the surface looks when rendered.

To preview how the surface will look in the render, you can enable Display Render Tessellation in the Tessellation rollout of the surface's Attribute Editor. A wireframe will appear on the surface, which represents the arrangement of triangles that will be used when the surface is converted to polygons by the renderer (note that the surface will remain as NURBS in the scene when you render).


  

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