So I think this video is a fair comparison. FWIW, the best results in a quad-sided patch would come from flatness=1. But that said, xnurbs is a professional tool that fortunately is also easy to use. It is able to solve more complicated problems than patch and it is able to produce better results in most cases. But these differences are important primarily for professionals. When you watch car surfacing videos and they are tweaking cvs to get exactly the highlights they want: those are the kind of people who xnurbs is aimed at. What is compelling about xnurbs is that it one tool that can replace patch and loft, it will fail less often, it's faster, and it produces higher quality results. It isn't necessary! But it's pretty awesome.
Hey man just wanted to say thank you for your honest opinion. I much rather hear someone say something wrong and then correct himself or show what changed your mind than someone who will just jump on the hype train for the hell of it. You're doing awesome job with all of your plasticity stuff!
I have been using XNurbs for Rhino and SolidWorks. It’s not just about reflections, most of the time XNurbs will produce a surface with less control points, this really helps keeping downstream surfaces cleaner. If you trim a really clean surface and fillet it will produce a better fillet. For the Rhino plug-in we might be getting explicit degree input option, this would make it great for class A primary surface. I love it, it’s my most used tool
Even in your example the transition difference that you get with Zebra stripes is not only A LOT better in Xnurbs, but super difficult to replicate otherwise. It's the difference between Class A (at least close to it) and a rough prototype . The quad sided feature is insane and I think it replicates the square tool in Alias. For an industrial designer/production environment, the difference is huge and that feature is very welcome. Also lets not forget about points and how the surface will eventually Rebuilt if needed....more irregular cv s are a lot harder to rebuild. In a way when we get close to have some parametric features it will eventually make things faster because you ll be able to rebuild down those surfaces, so yeah .....even the average averager "just doing renderings" user could eventually benefit.
my personal wishlist after this awesome release is: - being able to edit the dimensions by clicking on the measurements (user must choose which side will move) - align and distribute elements on axis and or planes (by distance, gap distances, etc) - non-distructible workflows for everything (booleans.. arrays.. and bevel on curves) then.. after xnurbs and this 1.4 dimensions update.... I think that's that. . Nothing else I can think of. unless anything on it's UI for a tablet version can be made lol.
Maybe the results look similar, but that's not the point. XNurbs is far more forgiving, it doesn't fail that often, you achieve results much faster and without going mental. Plasticity's claim is CAD for artists. And artists don't want to mess around with technical issues, they rather want to express their art. And if XNurbs lets you do this without making you fantasize to shoot your computer with a 12.7mm cannon, then God bless XNurbs.
My experience exactly. It's not only about surface quality. I also find it's faster because I'm not searching for alternative methods, as when a Loft or Patch fails. Anything that keeps you in the "creative zone" rather than in "fix it" mode is a good thing.
thank you for this, i was going to get the other license but i really just want to make game assets, so i think Xnurbs arent a necessity for me, thanks Nikita!
@@TheDarkone890 i had the indie for a year almost, can literally do anything you can think of except xnurbs, i havent used them but i almost did everything i wanted with the indie, its a good deal. if you want to make weapons, machines, hell even cars you can easily do it with indie, the only difference in the studio is that xnurbs help u make more organic stuff if it makes sense.
Good video, I think regular Plasticity will continue solve my needs. I ca see a pro needing it . If the output to .obj or some thing has better topology too some how , them maybe it would be handy for my Realtime/game assets. Would be interesting to see wire frame of the resulting exported meshes if all settings were the same. Again plasticity as it is now still does a great job . To me it looks like putting cream on top of milk .
The creation of surfaces as you pick a line is a very nice feature of Xnurbs, but as you say, for most of us who are not involved in product production modeling, it may be a bit of overkill. I think that by making Xnurbs more widely available to the Plasticity community and not restricting it to Studio users, Plasticity sales might just be given a boost. We're not all professional model makers, but do want to produce the cleanest models possible. As I've said in other places, Autodesks Indie program for Maya and 3ds max give you all the programs that come with all the bells and whistles - modeling, rendering and animation - and a subscription doesn't cost much more than the cost of Plasticity Studio so why disadvantage your user base by hobbling it?
it's in Beta... and you only have beta access with Studio version. Also, if you watch the video he kind of shows that xNURBS is better... but not necessary. There is no need to really clamor for it unless you are a professional.
@@babyitsnatural Thank you! Well, in the end it will end up being released for the indie version. Yes, but it has fewer limitations when it comes to building surfaces compared to Patch Tool. That's good for the models I need to build, it will save me work time.
So I think maybe that's why they added XNurbs, to be more appealing to the professional market and not just the hobbyist market. And yes, the MATCAP is HORRID. You know what would be nice? A "Rendered" mode like Rhino (not Raytraced).
@@nikita.kapustin i see thank you. I really like how you describe your workflow. I am a bit old school. Came from max now Rhino but I was messing about in plasticity. I can say its really advanced and super simple to use. Can one access your tutorials and classes? Do you think plasticity will get tech drawing generation, for me it is a deal breaker still.
Can someone explain to me why when i make the same model in Fusion v Plasticity - a simple 3x3x3 inch cube with a 1 inch diameter semi circle cut through the full width of the cube, when printed the one on plasticity always has steps through the curvature of that cut out, and the Fusion version is silky smooth...? Printed in the same project so both have the same settings
So I think this video is a fair comparison. FWIW, the best results in a quad-sided patch would come from flatness=1. But that said, xnurbs is a professional tool that fortunately is also easy to use. It is able to solve more complicated problems than patch and it is able to produce better results in most cases. But these differences are important primarily for professionals. When you watch car surfacing videos and they are tweaking cvs to get exactly the highlights they want: those are the kind of people who xnurbs is aimed at. What is compelling about xnurbs is that it one tool that can replace patch and loft, it will fail less often, it's faster, and it produces higher quality results. It isn't necessary! But it's pretty awesome.
Hey man just wanted to say thank you for your honest opinion. I much rather hear someone say something wrong and then correct himself or show what changed your mind than someone who will just jump on the hype train for the hell of it. You're doing awesome job with all of your plasticity stuff!
I have been using XNurbs for Rhino and SolidWorks. It’s not just about reflections, most of the time XNurbs will produce a surface with less control points, this really helps keeping downstream surfaces cleaner. If you trim a really clean surface and fillet it will produce a better fillet. For the Rhino plug-in we might be getting explicit degree input option, this would make it great for class A primary surface. I love it, it’s my most used tool
Even in your example the transition difference that you get with Zebra stripes is not only A LOT better in Xnurbs, but super difficult to replicate otherwise. It's the difference between Class A (at least close to it) and a rough prototype . The quad sided feature is insane and I think it replicates the square tool in Alias. For an industrial designer/production environment, the difference is huge and that feature is very welcome. Also lets not forget about points and how the surface will eventually Rebuilt if needed....more irregular cv s are a lot harder to rebuild. In a way when we get close to have some parametric features it will eventually make things faster because you ll be able to rebuild down those surfaces, so yeah .....even the average averager "just doing renderings" user could eventually benefit.
Yes, when the input is perfect, both patches are great.
my personal wishlist after this awesome release is:
- being able to edit the dimensions by clicking on the measurements (user must choose which side will move)
- align and distribute elements on axis and or planes (by distance, gap distances, etc)
- non-distructible workflows for everything (booleans.. arrays.. and bevel on curves)
then.. after xnurbs and this 1.4 dimensions update.... I think that's that. . Nothing else I can think of.
unless anything on it's UI for a tablet version can be made lol.
Maybe the results look similar, but that's not the point. XNurbs is far more forgiving, it doesn't fail that often, you achieve results much faster and without going mental. Plasticity's claim is CAD for artists. And artists don't want to mess around with technical issues, they rather want to express their art. And if XNurbs lets you do this without making you fantasize to shoot your computer with a 12.7mm cannon, then God bless XNurbs.
My experience exactly. It's not only about surface quality. I also find it's faster because I'm not searching for alternative methods, as when a Loft or Patch fails. Anything that keeps you in the "creative zone" rather than in "fix it" mode is a good thing.
@@cascadiadesign creative zone rather than fix it mode 💪 I love it!
I use it because I love to mess around with technical issues. 😂
@@Kuechmeister ich laber hier über Normalsterbliche, nicht über solche wie du 😀
Good point 👍
thank you for this, i was going to get the other license but i really just want to make game assets, so i think Xnurbs arent a necessity for me, thanks Nikita!
Indie version is good for hard surface, product modeling ? What is is ur opinion bro ?
@@TheDarkone890 i had the indie for a year almost, can literally do anything you can think of except xnurbs, i havent used them but i almost did everything i wanted with the indie, its a good deal.
if you want to make weapons, machines, hell even cars you can easily do it with indie, the only difference in the studio is that xnurbs help u make more organic stuff if it makes sense.
Good video, I think regular Plasticity will continue solve my needs. I ca see a pro needing it . If the output to .obj or some thing has better topology too some how , them maybe it would be handy for my Realtime/game assets. Would be interesting to see wire frame of the resulting exported meshes if all settings were the same. Again plasticity as it is now still does a great job . To me it looks like putting cream on top of milk .
This was my question too.
The creation of surfaces as you pick a line is a very nice feature of Xnurbs, but as you say, for most of us who are not involved in product production modeling, it may be a bit of overkill. I think that by making Xnurbs more widely available to the Plasticity community and not restricting it to Studio users, Plasticity sales might just be given a boost. We're not all professional model makers, but do want to produce the cleanest models possible. As I've said in other places, Autodesks Indie program for Maya and 3ds max give you all the programs that come with all the bells and whistles - modeling, rendering and animation - and a subscription doesn't cost much more than the cost of Plasticity Studio so why disadvantage your user base by hobbling it?
Nice comparison. Thank you.
Good info, thanks.
Is it now available to download for those of us who have an indie subscription?
it's in Beta... and you only have beta access with Studio version. Also, if you watch the video he kind of shows that xNURBS is better... but not necessary. There is no need to really clamor for it unless you are a professional.
@@babyitsnatural Thank you! Well, in the end it will end up being released for the indie version. Yes, but it has fewer limitations when it comes to building surfaces compared to Patch Tool. That's good for the models I need to build, it will save me work time.
Can you upload your shiny metallic Matcap? The original matcaps suck. And also, we cannot add more of them...
You'll see a bigger difference once Nick fixes the zebra stripe precision issue.
Bottom line Nikita: If Nick tells you something about CAD. Believe him!
So I think maybe that's why they added XNurbs, to be more appealing to the professional market and not just the hobbyist market. And yes, the MATCAP is HORRID. You know what would be nice? A "Rendered" mode like Rhino (not Raytraced).
Is Xnurbs a plugin?
It's integrated inside of Plasticity Studio version now
@@nikita.kapustin i see thank you. I really like how you describe your workflow. I am a bit old school. Came from max now Rhino but I was messing about in plasticity. I can say its really advanced and super simple to use. Can one access your tutorials and classes?
Do you think plasticity will get tech drawing generation, for me it is a deal breaker still.
Can someone explain to me why when i make the same model in Fusion v Plasticity - a simple 3x3x3 inch cube with a 1 inch diameter semi circle cut through the full width of the cube, when printed the one on plasticity always has steps through the curvature of that cut out, and the Fusion version is silky smooth...? Printed in the same project so both have the same settings