This section demonstrates various aspects of the Softimage-3D import converter,
in particular its ability to import meshes, NURBS patches and bicubic patches.
If anyone would like to lend us their Softimage datasets for rendering then
we would be happy to place the rendered images on this page and provide a
WEB link to your company.
Motorcyle Mesh
The Softimage import converter can import all aspects of a Softimage
polygonal mesh, including normals, u/v texture coordinates, global or
local material assignments and global or local texture assignments.
The following image is a rendering of a Viewpoint Datalabs motorcycle
imported into and rendered with Okino's NuGraf
software. The interesting aspect about this image is that the room is actually
a bitmap image placed in the background (it is from the MAXREAL demo CDROM).
The shadows are cast onto the imaginary floor using NuGraf's "shadow catcher"
shading mechanism.
Bezier Patch Teapot
The Softimage import converter has the ability to import all forms of
Softimage bicubic patch primitives (Bezier, B-Spline and Cardinal), including
patches which are closed in the U and/or V direction (the Softimage import
converter 'wraps' control points to emulate closed Softimage patches). The
following two images are of a teapot created with multiple Bezier patches
and rendered with Okino's NuGraf
software.
NURBS Patches
The Softimage import converter has the ability to import NURBS patches
with trimming curves (the current release of the Softimage may or may not
have the trimming curve option enabled at this time).
The following image is a rendering of a NURBS patch that was created in
Softimage from four NURBS curves (it is a "bi-rail" surface). The image was
rendered with Okino's NuGraf
software.
The following image is a rendering of a NURB torus primitive that is
wclosed in the U and V direction. It demonstrates the import converter's
ability to convert from the non-standard "closed" NURB knot vector used by
Softimage to the more typical open/clamped/periodic knot vector used by
most other 3d geometry and rendering packages. The u = v = 0 location is at
the right side of the torus: