9.5.2

Table Of Contents
220 CHAPTER 7
OBJECTS MENU NURBS 221
Figure 2: Use point and edge weighting to further rene your HyperNURBS models.
In Figure 2, a cube (left) has been made a child of a HyperNURBS object to produce a sphere (center).
Edge and point weighting has then been applied to produce a complex shape (right). Weighting
enables you to rene HyperNURBS models without having to add new points and is especially useful
for creating hard edges or points.
Subdivide UVs
When Subdivide UVs is set to Boundary or Edge, the UV mesh will be altered
and may cause parts of the texture to be hidden.
The Subdivide UVs setting resolves the problem of texture seams along the edges of adjoining small
and large polygons. The Standard mode corresponds to the normal functionality. The Boundary and
Edge modes apply HyperNURBS algorithms to the UV mesh and subdivide it accordingly.
Example
1 2 3 4
Suppose you’ve textured a low-poly cube (1) using the Checkerboard shader (2). After hours of creative
work, you drag and drop the cube into a HyperNURBS object and notice that the texture is stretched
out of shape (3).
Here’s where the Boundary and Edge functions come into play (experiment to nd out which function
works best for you). For this example, the Edge mode was chosen (4), which preserves the original
outer edges of the UV mesh.