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A QTM is a quadratic NURBS surface with an associated texture. They can be drawn with parametric surface hardware accelerators.
This effect can be run either on polygon meshes with triangular or quadrilateral faces, or on quadratic NURBS surfaces. It is optimized for models generated by the Effect -> Web command. Use polygon meshes if you want to keep a high level of detail. If you want to eliminate detail to speed up rendering, use NURBS surfaces.
When the effect converts a polygon mesh, it creates a separate QTM for each face. Similarly, when the effect converts a quadratic NURBS surface, it creates a separate QTM for each area of the surface bounded by control points. In both cases, the network of QTMs is grouped in a hierarchy under a null object. The original model is not destroyed.
2. For a polygon mesh object, bind the textures to the model's uv coordinates using the Txt_Oper -> Info UV Coord. (2D Global) command in the Matter module.
3. Choose the Effect -> CreateNURBSNet command in the Model module. The Create NURBS Net dialogue box is displayed.
4. Set the parameters as desired and click Ok.
5. Pick the model. A network of QTMs is generated.
6. If desired, you can optimize the generated textures further. To do this, select them in the Schematic window and choose the Mat_Oper -> Optimize Selected command in the Matter module.
The dihedral angle of an edge is the angle between the normals of its adjacent faces. Dihedral angles range in value between zero and 180 degrees. Edges in flat areas have small dihedral angles, and edges in sharp areas have large dihedral angles.
Textures are created in the current directory. However, you are prompted to move them to the PICTURES directory when you save the scene. If you are not running SOFTIMAGE 3D from your home directory, make sure that you have write permission for the current directory; otherwise, textures cannot be generated.
