you can stitch curves to nurbs surfaces! depends a bit on what you need tough. Also its possible to do thsi roundbout to polygons by same token.
heres a quick and very dirty example:
file -f -new;
nurbsPlane -p 0 0 0 -ax 0 1 0 -w 2.8 -lr 1 -d 3 -u 1 -v 1 -ch 1;
curve -d 3 -p -1.4 0 1.4 -p -2.256132 0 1.4 -p -3.112265 0 1.4
-p -3.968397 0 1.4 -k 0 -k 0 -k 0 -k 1 -k 1 -k 1 ;
createNode nurbsCurve;
projectTangent -ch true -rpo true -c false -rt false -td 2 -ts 1 -ro 0
"curve1" "nurbsPlane1" ;// this is extra im just lazy
connectAttr -f curveShape1Original.worldSpace[0] curveShape2.create;
disconnectAttr |nurbsPlane1|nurbsPlaneShape1.worldSpace[0] projectTangent1.inputSurfaceToProjectTo;
connectAttr -f curveShape2.create projectTangent1.inputCurveToProject;
connectAttr -f nurbsPlaneShape1.controlPoints[0] curveShape2.controlPoints[0];
projectTangent -ch true -rpo true -c false -rt false -td 2 -ts 1 -ro 0 "curve2" "nurbsPlane1" ;
You can also use follicles to stich o either poly or nurbs surfaces (go to duncans corner on autodesk arena). Also then theres rivet method wich does the same but slower.
making a node for this alone wount be impossible tough!
PS: this lead me to find a interesting refresh bug in 2008 that craps nurbs surfaces whan moving a point beyond the bb, basically breaking maya 2008 ability to do any meaningful nurbs edits. Now all i need to find if somebodys doing prank on me