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Since the Maya application is geared mostly toward the entertainment
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market, chord-length parameterization isn t necessary and in fact will cause problems when you need to match parameterization between two surfaces
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A uniformly parameterized curve of surface always has a value of 0 at the first edit point Exactly how the rest of the parameters are divided up over the length of the surface depends on the Parameter Range Draw a four-span curve In the Attribute Editor, look at the Min Max Value attributes You should see that the Min value is set to 0 and the Max value is set to 4, as shown here When the values are assigned this way, you can deduce that the parameter range is set from 0 to the number of spans You can choose to set the parameter range to 0 to 1 as well This has no effect on any modeling operations This is available for many reasons One reason is that texture coordinates are laid out on a grid that has a range from 0 to 1 Some workflows or rendering engines may only be able to properly apply textures to a surface that has a parameter range from 0 to 1 Another use for setting the parameter range from 0 to 1 is for use with particle effects Many times a NURBS surface is used to guide particles When the effects artist wants to run particles along a surface, from one end to the other, they would probably rather not deal with keeping track of
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how many spans the surfaces has Instead, the surface s parameter range can be reset to 0 to 1 using the Rebuild Surface command (Edit NURBS | Rebuild Surface)
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To rebuild curves, use Edit Curve | Rebuild Curve
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Maintaining Parameterization While Modeling
Much of the NURBS modeling process involves the constant rebuilding of curves and surfaces so that they maintain normal parameterization and have a matching number of spans for creating clean, orderly surfaces For example, a loft operation creates a surface between two or more curves (Lofting is discussed in detail in the section Surfaces later in this chapter) To generate the cleanest surface, the parameters of the source curves must match Figure 5-7 shows two surfaces that were generated by lofting two curves together The curves used to generate the surface on the left were created with the same number of spans (four) and, as a result, they had matching parameterization The structure of the lofted surface is clean and predictable You can tell this by looking at the even flow of isoparms that were created by connecting the edit points on the original curves As a modeler, you can predict exactly where these isoparms are going to intersect each curve The surface on the right was generated with two curves that had different parameterizations One curve had four spans and the other had seven When the curves were lofted together, Maya placed isoparms on the surface so that each isoparm corresponds to an edit point on each curve The resulting surface, then, contains ten spans in the U direction to compensate for the different parameterization of the source curves It s not as orderly as the surface on the left Just because two pieces of geometry have the same number of spans does not necessarily guarantee that they have matchFIGURE 5-7 The surface on the left was generated from two curves ing parameterization This that had the same number of spans The surface on the right was mainly becomes an issue generated by two curves that had a different number of spans when an operation is applied to a surface Whenever a surface is attached or detached or an isoparm is inserted, the parameterization of the geometry is affected When this occurs, the surfaces must be rebuilt immediately in order to reparameterize that value across the geometry
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