Curves in 3D Studio Max


Meshes: Polygons

Triangles are most common. Smoothing is done by averaging shading values of adjacent polygons. Advantage is that they are simple and flexible to use. Disadvantage is that it can take many more polygons to represent a smooth surface than it would with spline objects.

Primitives

Max probably uses instructions for creating objects such as spheres and cubes. As a result they are very efficient to store. However, limited amount of manipulation is possible. Can convert primitives to editable meshes.

Representation

Curves can be represented as

Interpolation vs Approximation

Splines

Polygons always have straight edges whereas splines are curved. Of course, at render time, the splines are converted to polygons but the resolution level of the polygons can be chosen at render time. For example, you can work with a low level of detail making it easy to render in the viewport and then choose a high level of detail at render time. With polygons, you can have only one level of detail.

There are two basic types:

To render spline objects, the splines are converted to polygon meshes. However, since the splines themselves are curved, one can increase the smoothness by increasing the resolution of the spline-to-polygon conversion.

Subdivisional surfaces: combine the advantages (simplicity and flexibility) of polygonal objects with the advantages of patches (smoothness). Recursively subdivide polygons as necessary.


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