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15 contributions to Creative 3D Community
Intuition behind curve Degree&Spans with Live demo
There was a post (https://www.skool.com/ultimate-3d-membership-7140) with question that interested me many years ago. I tried to find good playground or illustration how spline curves and surfaces works. But there were too few of them. I made my own to understand spline math. I hope this helps someone: https://putyavka.github.io/bspline/dist/ Here is some notes about the playground: - curves and surfaces in Plasticity (as in other CADs) follows the same math model. You just usually cannot see how they are constructed because artists don't need these details - number or CV, degree and spans (segments) are strictly interconnected (any of them can be inferred from 2 others) - highlighted segment is controlled highlighted (black) CVs only. And this is the most interesting part. In a curve with degree 5 with 1 span all 6 points change the hole curve. In a curve with degree 3 and 3 spans only 4 consequent CVs control its span (there are exactly 3 variants of such sequence for each segment). And the advice for long curves from here is to add spans instead of covering CV number with high degree with single span. You won't be able to modify one end of curve without changing another - progress is the same as isoparam value (from 0 to 1) - rules show how regularly scattered progress (isoparam) maps points on the curve. You can see that denser located CVs creates denser isoparams at that region but stretch curve in others and it's bad for building curves, sparse isoparams have less control.
Intuition behind curve Degree&Spans with Live demo
0 likes • 2d
Good 👍🏻
Hello all, and first question!
Hi! I'm Ender, I work in cybersecurity but modeling was one of those itches...so I purchased Plasticity and I have been in love since then. Given that I don't work in the 3D industry, I sometimes forgot most of my knowledge and have to recover it for the next project, which usually consists on creating parts and print them instead of sending the appliance to the trash. I'm taking the liberty to ask for help, because although I'm still going through the first part of the Apple Watch Ultra Modeling part of the introduction course, and at the same time through a couple of Nikita's videos on organic shapes, I still can't figure out how to model this fridge handle (for my mom). Admittedly, I'm still not used to Loft/Patch/etc. (and I'm running Indie on macOS, so no xNURBS, whatever that is), but every time I try to use loft, it twists the surfaces, or it gives me errors about "can't patch because XXXX", and I can't for the life of me begin to attack this shape. Any input, feedback, hints or pointers will be very welcome. Thanks and I hope to have a great time here!
Hello all, and first question!
0 likes • 6d
Hello again Ender. I'm just watching this post of yours. My take if I have to do that is to make a descriptive geometry of your handle. I'm sending you an attachment with an example; You can do that for the handle. You don't need to make it perfect, just a sketch with the three views, keeping the proportions, top, front and side. Put that design in a plasticity new file and synchronize it with the three views of your UI. Then you can correct your model, it won't be so complicated.
Couldn't figure it out until I figured it out: Merging pipes without ugly seams.
I wanted (in fact I needed) to merge or fuse pipes. -The first and the second screenshots show the first thing I tried which is Boolean; not what I wanted and I knew it; I was just tasting the waters. - Third and fourth screenshots show the Boolean operation with fillet, which is the next thing I would do, right? Not too bad but not too good either. - -Then fifth and sixth screenshots show a better result, the one I said: "oh well, that's good (for now)". I mean I'm happy with the result, but I know I can do better, I just have to find out how to do it. But I'm OK with it. Looks good enough (I think lol). - Now, the problem is that I don't remember exactly how I got it 😁. I have to start all over again 😅.
Couldn't figure it out until I figured it out: Merging pipes without ugly seams.
0 likes • 6d
OMG, I'm just checking my files, and I guess I could do it again. If you want, I can mail you the files, there are three of them. Give a look at them, in order and let me know. I'll contact you via chat; I don't want to have my mail address made public. I'm on the chat right now and I see you are online. Ciao.
0 likes • 6d
Anyway, my suggestion is that you follow some beginner tutorials, like the apple watch, which is free and then go to YouTube, you'll find a lot of good tutorials, for beginners, then you'll be more comfortable tackling these merging pipes; not because it's difficult, it's just because you will be better off if you learn the basic stuff like loft/patch, Booleans, etc.
I see that I am not the only one who has struggled to get a "clean", continuous surface. But I got it!
This helmet has been difficult, to say the list. In the last post I showed that I got a surface without artifact (almost) but the price was that I subdivided 102 times, this is 102 faces, the part that goes "inward". The surface was almost acceptable but then to make the cuts to get fillets would be impossible. Here is the result with no subdivision and no artifact (the last screenshot shows there are neither artifact nor subd. 😓). Now I have to continue and see if I can make the cuts without so much struggle. Please share your thoughts. Thank you.
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I see that I am not the only one who has struggled to get a "clean", continuous surface. But I got it!
No artifacts in the helmet tutorial! (For now)
It was a challenge (a pain) getting this spart of the tutorial free of the artifacts (that are actually present in the tutorial model). See the screenshots: - - Screenshots 1; 2; 3 and 4 show that there are no artifacts present in the model I've done. - - Screenshot 5 shows what it looks the reflections of the lighting on that surface of my model which is not "deformed". - - Screenshot 6 show the change of the radius and direction of the surface yet there's no break visible. - - screenshot 7 again shows no artifact. - - In screenshots 8 and 9 I show what it may be the reason why there's no artifacts; I have devided that part of the surface in 102 sections... - - Screenshots 10, 11 and 12 show the "crevasses" (artifacts) that are actually in the tutorial file. - To be clear, I'm not diminishing nor criticizing anyone or anything; I wanted my model to be free of such artifacts. I am very grateful for these tutorials. They represent a challenge and I value that; it's a great opportunity to learn. - Please share your thoughts; I'm a newbie in Plasticity so any and every comment and tip will be very helpful. Thank you.
No artifacts in the helmet tutorial! (For now)
0 likes • 29d
Here are the tenth and eleventh screen shots that were not published.
0 likes • 29d
@Vyacheslav Kudrya Wow! what beautiful surface, no visible breaks. Looks better than mine 👍🏻 I would love to know how you did it. Thank you. Have a nice Sunday.
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Vladimir de BERTREN
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@vladimir-de-bertren-6401
Always learning

Active 2d ago
Joined Jul 21, 2026
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