xNURBS joined PLASTICITY | Is it REALLY worth it?

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What Video About
In this review, I explore the integration of xNURBS, a professional tool for surface modeling, into Plasticity and compare it with Plasticity's native patch and loft features. I share my initial experiences with xNURBS, highlighting its capabilities and limitations through a hands-on project. I also delve into its early adoption phase, discuss upcoming special offers, and examine the tool's potential impact on 3D modeling workflows. My goal is to understand whether xNURBS truly revolutionizes CAD modeling in Plasticity or if it's mainly hype, by comparing it to Plasticity's already impressive features.
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⌚Timestamps
00:00 - Introduction to xNURBS in Plasticity
01:05 - Setting up for Modeling Comparison
03:00 - Modeling with xNURBS: Process and Observations
06:12 - Comparative Analysis: xNURBS vs. Plasticity Patch
08:07 - Concluding Thoughts on xNURBS and Plasticity
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Пікірлер: 87

  • @Quimber100
    @Quimber1003 ай бұрын

    Patch is limited by cut or broken lines that form a closed perimeter. I think xNurbs doesn't need a closed perimeter or broken curves... it detects the design intent based on where the guiding curves are. Patch requires a better definition of curves or may cause errors by being more strict in the limit information. xNurb is a little smarter

  • @L0SHKE
    @L0SHKE3 ай бұрын

    that matcap is really bad, they need to add a function to live rotate HDR Environment like Substance Painter.

  • @LynxErgo

    @LynxErgo

    Ай бұрын

    Hell, they can even add an entire render viewport at this point

  • @jklwjk
    @jklwjk3 ай бұрын

    Appreciate you review! When my license expires soon, I will probably get the studio version even if Plasticity Xnurbs right now is not fully equal to the current way to patch. Hopefully, it improves in the future.

  • @COSMICAMISSION
    @COSMICAMISSION3 ай бұрын

    Glad you made this video as I had similar impression on the first try with xNurbs. Still, nice to have another option in the toolbox for solving surfaces.

  • @makdaddi3921
    @makdaddi39213 ай бұрын

    Plasticity needs to work on functionality that enables editing of STL files to unlock a whole new segment of the marketplace. DesignSpark can translate simple STL files without a lot of fascets. I have plasticity... and it doesn't.

  • @nikita.kapustin

    @nikita.kapustin

    3 ай бұрын

    Make a feature request here. The more people will request something the more priority it will get plasticity.canny.io/

  • @makdaddi3921

    @makdaddi3921

    3 ай бұрын

    @@TAH1712 the subscription to DesignSpark is about the same workflow as Plasticity with seemingly more functionality.... so not asking for much more than another application can already do within processing power limitations... such functionality I would think... should not need that much more horsepower. An enormous market is waiting to be tapped.

  • @chadvoller

    @chadvoller

    3 ай бұрын

    STL just needs to go the way of the dodo. It's an ancient format with more negatives than positives.

  • @xeraoh

    @xeraoh

    2 ай бұрын

    stl must go just like other ppl mentioned, old format

  • @goilo888

    @goilo888

    11 күн бұрын

    Totally agree. I have so many stl files I’d like to edit.

  • @claypoly
    @claypoly3 ай бұрын

    From my few little tests it does seem like a great addition but I think it’s an addition for the pro-level reflection peepers in the discord rather than poly modelers who are keen on trying something new. That said… it’s super easy to use and does look better in some cases!

  • @babyitsnatural
    @babyitsnatural3 ай бұрын

    My GF will leave me if I don't model with xNURBs

  • @AirsoftKeksTV
    @AirsoftKeksTV2 ай бұрын

    Wish I had seen this video before getting the Studio version. I was under the (wrong) impression that I somehow need studio to do those type of patches and that the Indie licence can't do it at all. I just started CAD for some hobby 3D prints and definitely don't need xNURBS for that. Feels bad

  • @TheEtbetween

    @TheEtbetween

    Ай бұрын

    Studio does more than just X nurbs

  • @nickkallen1
    @nickkallen13 ай бұрын

    Just as a minor technical note -- you cannot just extrude curves at the midline and use g2. A linear extrusion is not g2, it is g1, so you are giving XNurbs contradictory constraints.

  • @nikita.kapustin

    @nikita.kapustin

    3 ай бұрын

    "you cannot just extrude curves at the midline and use g2" -> You mean this for the normal loft/patch, right? Because if I extrude the midline curve and use xnurbs on that same midcurve, I can select G2. (But not with patch) Or what do you mean exactly and how to solve it?

  • @nickkallen1

    @nickkallen1

    3 ай бұрын

    @@nikita.kapustin When you do a linear extrusion it is not in fact g2. This is clearest at the bowl of the spoon, the extrusion continues in a tangential line off of a curve. So xnurbs can handle contradictory constraints but it will produce suboptimal results

  • @TheJsimes

    @TheJsimes

    3 ай бұрын

    Hey Nikita, Please let us know if you fixed it, because some of us are paying you to teach us the correct way of using Plasticity, and having “Nick Allen” the creator of Plasticity saying you’re are teaching it incorrectly it’s a little concerning. Human error is normal, as long as you fix it so we can all have a better learning experience

  • @kraka2381

    @kraka2381

    3 ай бұрын

    @@TheJsimesthis is the most arrogant, passive-aggressive statement I’ve had to read today. Is is concerning to me a lardhead such as you can feel entitled to say such BS.

  • @Satysatonachair

    @Satysatonachair

    3 ай бұрын

    @@TheJsimes what is this entitlement? people make mistakes, it happens, absolutely no need to be a dick about it.

  • @alanokamura6250
    @alanokamura62503 ай бұрын

    Good side by side comparison. I’m in it’s a case case basis where one may do better than the other, BUT as you point out, for the non power user professional will it be worth the up-cost?

  • @nikita.kapustin

    @nikita.kapustin

    3 ай бұрын

    Yeah it's a new tool implementation into Plasticity, so we just have to see how it unfolds and how we can implement it in our workflow. But I think xNurbs is not intended for casual/intermediate users. It can produce super high-quality results (like I will show in the upcoming video) in some examples, but for literally 97% of the people the standart Parasolid/plasticity functions are beyond amazing

  • @user-hc5hf3kr1c
    @user-hc5hf3kr1c3 ай бұрын

    Никита привет, а как приобрести саму программу Plasticity?Пробую купить и выдает ошибку,все блокируется

  • @parseeek
    @parseeek3 ай бұрын

    Thanks for the critical view!👍

  • @jacquesjanoyer
    @jacquesjanoyer3 ай бұрын

    Thank's

  • @lowpolykaraokebysarux
    @lowpolykaraokebysarux3 ай бұрын

    Я работаю в сименсе уже лет 5, там столько способов создать поверхность, ебанёшься разбираться. Например в plasticity я ещё ни разу не слышал из видосов которые мне попадались про нормали, а они очень важны при сопряжении разных поверхностей. Тем не менее, все равно интересно наблюдать как эта прога развивается. Ты кстати говорил что больше не будешь делать уроки по ней) передумал?)

  • @nikita.kapustin

    @nikita.kapustin

    3 ай бұрын

    круто! Да согласен, как в много вешях в жизни есть много способов в КАД придти к ресултату, Ты можеш какиета видео силку прислать нашет нормалов? И да, передумал, пока ешe буду делать пластициты видео)

  • @Qwerty-iw4ks
    @Qwerty-iw4ks3 ай бұрын

    Hello, i did not understand: Does it work in indie version?

  • @TwillyZXY

    @TwillyZXY

    3 ай бұрын

    Sounds like it only is for studio licenses.

  • @nikita.kapustin

    @nikita.kapustin

    3 ай бұрын

    The Indie version will have a very very basic implementation of xNURBS (as far as I know). Only the studio version will have the full implementation of xNURBS. It's not 100% official right now, but the official Plasticity channel, and mine will keep posting updates regarding this.

  • @Qwerty-iw4ks

    @Qwerty-iw4ks

    3 ай бұрын

    @@nikita.kapustin that s dissapointing

  • @bobcoughlan929

    @bobcoughlan929

    3 ай бұрын

    @@TwillyZXY I wonder if that's permanent, or just until the next main update?

  • @ArtillaVeq

    @ArtillaVeq

    3 ай бұрын

    Yeah :( especially that to be honest, after buying Indie license I have nothing but frustration. Problems with STL/DWG import, not existing SVG import @@Qwerty-iw4ks

  • @Argyll9846
    @Argyll98463 ай бұрын

    Thanks for posting this informative video. I don't think the guys developing Plasticity are doing themselves any favors by restricting the feature set in the Indie release as I think it would be fair to say that most Indie users, like myself, are hobbyists or beginners who can't afford the additional cost. If you take the Autodesk 3ds max Indie release, you get everything for modeling, rendering and animation at no extra cost as the product is aimed at users earning less than $100k a year. I doubt there are many Plasticity users earning that much.

  • @AH76Orig
    @AH76Orig3 ай бұрын

    Hi. Ich muss leider warten, bis es auf der "normalen" Version verfügbar wird.

  • @cr4723

    @cr4723

    2 ай бұрын

    Ich denke, da wirst du lange warten können. Plasticity wurde aufgeteilt in Indie und Studio. Nur die 330€ teure Studioversion hat XNurbs.

  • @sergiej7508
    @sergiej75083 ай бұрын

    xNURBS - а где его взять? у меня легальная версия пластисици 1.4.8 и нету такого

  • @RonAdamsky

    @RonAdamsky

    3 ай бұрын

    Only in Studio version (For now, the beta version offers full funcionality), then minimal possibilities will be implemented in Indie version, maybe in late April .

  • @sirrodneyffing1
    @sirrodneyffing13 ай бұрын

    100% honest true opinion.

  • @iKaGe01
    @iKaGe013 ай бұрын

    When I bought the Indie licence I was under the impression I'd be getting all updates inc 2.0 etc releases. Looks like that has changed as a big part isn't transitioning over.... Most likely won't affect me though I'll be honest

  • @postmodernerkindergartner960

    @postmodernerkindergartner960

    3 ай бұрын

    I don't remember it like that, i'm pretty sure 2.0 release was never intended to be part of the indie license.

  • @iKaGe01

    @iKaGe01

    3 ай бұрын

    @@postmodernerkindergartner960 He changed it to Inc 2.0 also. Basically 12 months worth of updates Inc major releases

  • @iKaGe01

    @iKaGe01

    3 ай бұрын

    ​@@postmodernerkindergartner960 Just as an update he has now changed the indie/studio on his website but prior it was promised 12 months of updates Inc major releases

  • @ThoughtsFew

    @ThoughtsFew

    3 ай бұрын

    It was my impression if you were day one you get all updates up to 2.0. Since we are at 1.4 seeing features slated for 2.0/studio only does feel kinda lame. I understand that actually paying for things makes them better. At this point its not clear if we can upgrade from indie with even a discount though. If the gap between indie and studio gets wider by the time we get to 2.0 then in my opinion it was a shitty deal to ever go with indie and it feels a little backhanded when you supported them on day 1.

  • @mattblack6736

    @mattblack6736

    3 ай бұрын

    I also had the impression i would get all updates for a year, except stuff while it was in beta. But yea bit confused now.

  • @t2bb
    @t2bb3 ай бұрын

    The addition of XNurbs has not made plasticity more expensive afaik. Nick explained that XNurbs is not a fix for bad geometry and that it is still better to work with 4-sided edge boundaries. The matcaps look better if set XNurbs flatness to 1. For Rhino XNurbs is a productivity tool, creating nice blends in Rhino is a lot of work and takes a lot of time and experience. Plasticity blends are much easier to use than Rhino, but XNurbs is still a wonderful addition and hopefully will pave the way toward easy-to-use surface analysis and UI feedback.

  • @cr4723

    @cr4723

    2 ай бұрын

    XNurbs costs 150$. When I bought plasticity there was no distinction between indie and studio. Plasticity cost at an earlier time 110$. Now Studio with XNurbs costs 330$. ;)

  • @TerbrugZondolop
    @TerbrugZondolop3 ай бұрын

    Love the narration :D

  • @TerbrugZondolop

    @TerbrugZondolop

    2 ай бұрын

    Hehehe :-)

  • @SteveThinman
    @SteveThinmanАй бұрын

    I remember a time (around 15 years ago) when in automotive design single span patches were the way to go. It went even so far, that Alias modellers were getting problems if they had 2-3 spans in their surfaces. If I look at the interior isoparameters of those X-NURBS surfaces... I get cold shivers... 🥶 Definitely not single span😂 BTW: If the adjacent surfaces are messy, you will get messy patches with tortured highlights. No X-NURBS trickery will solve that.

  • @LynxErgo

    @LynxErgo

    Ай бұрын

    So what xNurb has as advantage compared to patch?

  • @SteveThinman

    @SteveThinman

    Ай бұрын

    @@LynxErgo It gives you an automatic solution and more importantly it can have more than 4 sides. A patch can only have 4 sides and you have to decide what is the best way to make your "quilt" out of those four sided patches. (Of course, you can trim a patch to have more than 4 sides, but it's even harder to align other patches on trim boundaries.) As long as you only care about the look of your model, xNurbs will give you a quick solution. As soon as you start offsetting the A surfaces (in other CAD software) to create B surfaces (thickness) then the increased amount of interior isoparameters MIGHT cause problems, especially if they have multi knots. I have not tested it, therefore the MIGHT. Generally, the less spans a surface has, the cleaner it is mathematically so, it is more suited to create offsets of it.

  • @LynxErgo

    @LynxErgo

    Ай бұрын

    @@SteveThinman Damn, thats quite insightful, thanks man! Im trying to learn CAD so I can use it my field (game dev). Its very difficult to understand it afterr years of polygonal modelling. Thanks again

  • @SteveThinman

    @SteveThinman

    Ай бұрын

    @@LynxErgo NURBS modelling is very different from polygonal modelling (I'm doing it for over 30 years now) as you always have to think in four sided patches and you have to take care of the continuity between those patches. Continuity is never a problem in polygons as they are always G0 (positional) only and only the smoothing algorithm determines the appearance. xNurbs might help you solve complicated surfaces but if you really want to learn NURBS based modelling, try the hard way and try to solve with patches only.

  • @LynxErgo

    @LynxErgo

    Ай бұрын

    @@SteveThinman Got it, thanks again

  • @Bluenoser71170
    @Bluenoser711703 ай бұрын

    You're completely ignoring topology/export/quads. For my purposes, Xnurbs IS the magic pill for clean topology going into the game engine. We need to optimize the mesh later by deleting extra edge loops, and it's impossible to do that if it's just messy tris and/or Ngons.

  • @Geostationary0rbit

    @Geostationary0rbit

    3 ай бұрын

    But the quad remesher on export is surely better for that no?

  • @Bluenoser71170

    @Bluenoser71170

    2 ай бұрын

    Not at all...Xnurbs is much cleaner/more useful...at least in my own workflow/use case. :) I mean average, non-professional/hobbyists making up guns and that sort of thing then who cares, no reason to use it. For many of us though it's a great addition. @@Geostationary0rbit

  • @cekuhnen
    @cekuhnen3 ай бұрын

    xNURBS top g2 patch is terrible!! Making a G2 along a G1 tip is a mistake

  • @csven
    @csven3 ай бұрын

    In the beginning, on the "bottom" with xNURBS you're using G2 alignment to an *extruded surface with no curvature* and are thus forcing it to match curvature to something *without* curvature. But on the Plasticity patch you're using G1 alignment which only needs to maintain tangential continuity, so a) it doesn't appear to be apples-to-apples comparison, and b) the G2 alignment - aka the "curvature continuity" - is probably causing the resulting surface to pinch where CV's are trying to match a non-existent curvature. On the "top", you do the same thing in using G2 *curvature* continuity for the xNURBS surface, but then trying/failing to use G2 with Plasticity patch and then just accepting the G1, which I'd offer is the better alignment constraint for both. Obvious question is: Why didn't you show xNURBS with a G1 alignment to the extrudes and compare apples-to-apples instead of using G2? FWIW. even when I model in Alias, I don't use G2 continuity on the edge of a surface which doesn't curve.

  • @nikita.kapustin

    @nikita.kapustin

    3 ай бұрын

    Thanks for that in-depth explanation, wasn't aware about that the extruded face can only be G1. Learned now:)

  • @csven

    @csven

    3 ай бұрын

    @@nikita.kapustin - Glad that helped. That all said, you're correct in saying that for these kinds of surfaces xNURBS probably doesn't make much difference. Even less difference for videogame assets (although that could change as game asset quality quickly goes realistic). Where I suspect xNURBS will make the biggest difference is in the kinds of multiple-surface-blending-together-at-the-same time situations that sometimes pop up; things like motorcycle forks. Those blends can be tricky and require a fair amount of work to get nice surface quality. And again, this is probably of greater importance to the professionals like myself that want to export geometry to SolidWorks or Creo and continue work in those applications. For game assets, once it's in Blender or Modo or whatever, the clean-up can be moving some vertices, so the surface quality doesn't have to be as clean. Is it worth the extra cost of a Studio license? Honestly, I sometimes still can't believe these tools are running on $1k laptops and cost a few hundred dollars. When I first started out, less capable software was tens of thousands and ran on SGI workstations (or similar) with a UNIX-based OS that would cost another $10+ dollars. If someone is serious about designing in 3D, I consider it a no-brainer; especially given that this is a *perpetual* license. If someone is a hobbyist, then take advantage of what's freely available, which is still quite a lot.

  • @MaxMRasmussen
    @MaxMRasmussen3 ай бұрын

    Please stop moving your mouse around when you talk.

  • @ryaanlatour

    @ryaanlatour

    2 ай бұрын

    Why does it matter

  • @goilo888

    @goilo888

    11 күн бұрын

    Are you a cat? (following a laser pointer?)

  • @noviceartisan
    @noviceartisan3 ай бұрын

    It's subD we need,. not nurbs lol

  • @nikita.kapustin

    @nikita.kapustin

    2 ай бұрын

    SubD would be soo amazing inside of Plasticity