I've never dealt with NURBS in Maya at all, but I know the BS at the end of 
NURBS stands for B-Spline. 

On Monday, 5 March 2018 08:05:54 UTC+11, katisss wrote:
>
> I want to query a maya nurbs curve for its basis / interpolation style but 
> nothing in the api looks like it
> http://download.autodesk.com/us/may...urbs_curve.html 
> <http://download.autodesk.com/us/maya/2009help/API/class_m_fn_nurbs_curve.html>I
>  
> seem unable to find anything about it
> In the end I need to match it up with the renderman ones:
>
> A Bezier basis generates a 3D curve that passes through every third 
> control vertex. The remaining control vertex positions are used to 
> determine the incoming and outgoing tangent of the curve of the adjacent
> vertex that the curve does pass through. When using a Bezier basis with
> curves that contain multiple segments (that is, more than 4 control 
> points), some care should be taken to ensure that incoming and outcoming
> tangents line up at vertices that are on the rendered curve, or there 
> will be a discontinuity in the smoothness of the curve where it suddenly
> changes direction.
>
> B-Spline - While a B-Spline basis function can be somewhat less intuitive 
> to use in that it generates a curve that typically only 
> approximately comes close to passing through the given control vertices,
> an advantage is that this basis function tends to yield very smooth 
> curves. Discontinuities in the smoothness of the curve are possible if 
> multiple control vertices are repeated consecutively.
>
> Catmull-Rom - This basis function generates a curve that is guaranteed to 
> pass through every interior, non-endpoint control vertex, 
> and it tends to generate smooth curves, although there can sometimes be 
> unexpected "wobbles" in areas of high curvature with this basis function
> choice (see images below for an example). Using a B-Spline basis 
> instead can smooth out the wobbles, although a B-Spline basis typically 
> produces a curve that does not pass through the control vertices 
> exactly, unlike the Catmull-Rom basis (for non-endpoint control 
> vertices).
>
> Hermite - The Hermite basis function generates a curve that passes through 
> every other control vertex; the remaining control "vertices" are
> actually vectors that determine the tangent of the curve. The length of
> the tangent vectors determines the amount of curvature; longer tangent 
> vectors yield more curvature along the spline than shorter vectors. A 
> Hermite basis function tends to produce smooth curves, although using a 
> B-Spline basis can often yield qualitatively a more "natural" or uniform
> smoothness along the curve with comparatively less specification 
> effort.
>
> Linear - Specifying linear curves yields straight line segments, which can 
> result in gaps or other geometric artifacts when close to the 
> camera (this may be acceptable for distant and/or very thin curves).
>

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