














Understand subdivision modeling in Alias and learn basic terminology and foundations.
Transcript
00:02
In Alias, we can create smooth NURBS models
00:05
using subdivision modeling techniques.
00:09
A subdivision object has an orange wire frame
00:12
but sometimes it will be shown green if it's got construction history
00:15
like Symmetry Align here.
00:19
The individual patches are known as limit surfaces
00:22
and we don't manipulate these directly.
00:24
Instead we use the subdivision control cage
00:28
that I can show with this box shading mode
00:30
and manipulate by turning on the control vertices.
00:35
And then I can use the normal Selection and Transform tools
00:39
to shape the subdivision either in the box shading
00:42
or more typically with surface shading.
00:45
And you can see that all the limit surfaces update and stay connected and smooth.
00:51
And because these are NURBS surfaces, I can create a hybrid model.
00:56
So you can maintain the simplicity of the SubD control cage
01:00
but also use traditional NURBS trimming and surface tools.
01:05
So here I've projected curves and trimmed holes in the limit surfaces
01:09
and added a surface filet
01:11
and the same up here
01:13
all with history and without affecting or over-complicating the SubD topology.
01:19
So you can present a finished design but keep the subdivision model easy to change.
01:26
And the topology of the control cage is key
01:28
to sculpting more complex shapes like this car.
01:32
So we're generally aiming for quads where possible
01:35
with a good flow in both directions.
01:38
But we do have the flexibility with subdivisions to use star
01:41
points like these five edges coming into one point here,
01:45
and n-gons like this five sided one
01:48
and three sides down here.
01:51
And this thicker edge is a crease on the subdivision cage
01:55
which gives a sharp edge on the limit surfaces.
01:59
So if I check the G2 curvature continuity,
02:02
all the non-creased surfaces are smoothly connected.
02:06
And where a crease is specified, you get G0 position continuity.
02:13
You won't get production quality highlights,
02:15
but you do maintain a smooth coherent object as you make changes.
02:20
And this means that you can focus on shaping
02:22
your design by moving the control cage vertices.
02:26
And the subdivision math does all the work
02:28
of keeping those limit surfaces smooth and connected,
02:31
which is a big time-saver around tricky blended areas like this wheel arch.
00:02
In Alias, we can create smooth NURBS models
00:05
using subdivision modeling techniques.
00:09
A subdivision object has an orange wire frame
00:12
but sometimes it will be shown green if it's got construction history
00:15
like Symmetry Align here.
00:19
The individual patches are known as limit surfaces
00:22
and we don't manipulate these directly.
00:24
Instead we use the subdivision control cage
00:28
that I can show with this box shading mode
00:30
and manipulate by turning on the control vertices.
00:35
And then I can use the normal Selection and Transform tools
00:39
to shape the subdivision either in the box shading
00:42
or more typically with surface shading.
00:45
And you can see that all the limit surfaces update and stay connected and smooth.
00:51
And because these are NURBS surfaces, I can create a hybrid model.
00:56
So you can maintain the simplicity of the SubD control cage
01:00
but also use traditional NURBS trimming and surface tools.
01:05
So here I've projected curves and trimmed holes in the limit surfaces
01:09
and added a surface filet
01:11
and the same up here
01:13
all with history and without affecting or over-complicating the SubD topology.
01:19
So you can present a finished design but keep the subdivision model easy to change.
01:26
And the topology of the control cage is key
01:28
to sculpting more complex shapes like this car.
01:32
So we're generally aiming for quads where possible
01:35
with a good flow in both directions.
01:38
But we do have the flexibility with subdivisions to use star
01:41
points like these five edges coming into one point here,
01:45
and n-gons like this five sided one
01:48
and three sides down here.
01:51
And this thicker edge is a crease on the subdivision cage
01:55
which gives a sharp edge on the limit surfaces.
01:59
So if I check the G2 curvature continuity,
02:02
all the non-creased surfaces are smoothly connected.
02:06
And where a crease is specified, you get G0 position continuity.
02:13
You won't get production quality highlights,
02:15
but you do maintain a smooth coherent object as you make changes.
02:20
And this means that you can focus on shaping
02:22
your design by moving the control cage vertices.
02:26
And the subdivision math does all the work
02:28
of keeping those limit surfaces smooth and connected,
02:31
which is a big time-saver around tricky blended areas like this wheel arch.