so cessen
you and matte seem to understand this a better than I do.
There are few things I wonder about.
So you say that the math behind NURBS and Catmull-clark is very similar?
But where are the differences?
I can see the point that NURBS and Subsurf both use a CV to span the geometry inside.
However I know NURBS tools where in the interpolation through the CVs is different.
They can be inside, go through the point, or even be outside. Similar Maya has a pen tool which does not draw the cage CV but draws points the curve goes through. Maya than places correctly the CV points.
From my understanding, NURBS are 100% math based. Thus what we see as the visual is the 3D interpolation. The math enables you you accurately calculate a point or isoprame along u or v of the NURBS patch.
With polygon when you turn on Subsurf you see an interactive subdivided polygon object. You need to turn on smooth to see an interpolation. Even when you set high Subsurf you still would have linear edges, even when so small you cannot see it.
I just have a hard time to understand how those two technologies could be combined into a new one.
It seems logical to me that with the approach NURBS has you can easily calculate points, project curves, and perform those actions like trimming without any further fix work.
When I imagine to do that with a Subsurf object I can only see the moment I remove a face a change in the geometry because of the way the surface is interpolated inside the polygon cage. this does not happen with NURBS at all.
When you create NURBS rectangle and fill it you will have linear edges.
With Subsurf you need to crease the edges to get a similar effect.
This as an example.
I also noticed that this also influences than the way how hu how should I say it, the UVs are stretched? compare the two top patches and compare the edges and the uv ISOs.
You see what I mean?
http://www.jrkuhnen.de/fip2/blender/NURBS.blend
From what I know NURBS spans a surface between a 4 sided edge FROM edge to edge.
Interestingly Blenders NURBS circle is visually the same way distorted like the Subsurf circle. This wonders me why because I never found that to be true with Rhino.
Huf I hope I make sense
I can understand why you would prefer NURBS for organic objects. And in most cases I even agree. A Subsurf tool which allows trimming would be a dream. I really love trimming and also stitching patches together with different subdivision levels.
What what Matte showed with Maya is quite great. I need to try it out tomorrow when I am back in my office.