Latest

Monday, October 1, 2012

Light it up with v5!



Learn how to quickly concept an adjustable light design using Rhino 5, Brazil, and Neon.

Brazil.McNeel.com
v5.rhino3d.com/group/neon

Updated tutorial for Rhino 5 / bent plywood chair



In this updated video for Rhino 5, learn how to model a classic Eames design from reference photos. The Brazil render engine is used in combination with the Neon display plugin to render the model directly in the Rhino viewport.

Brazil.McNeel.com
v5.rhino3d.com/group/neon

Wednesday, May 23, 2012

Digital sketching with PanelingTools


Demonstrate the use of PanelingTools for Rhino 5 to develop pattern concepts. Also, cover the basics of using PanelingTools for parametric modeling with Grasshopper. 

Wednesday, May 16, 2012

PanelingTools and Grasshopper for jewelry design

 

This tutorial from GJD3D uses the new PanelingTools components in Grasshopper to create parametric definitions for jewelry design.

Thursday, May 3, 2012

Rhino Hardware Advice

Rhino's ordinary system requirements are well known - no need of a big investment in hardware. However, if you are planning to buy a new computer check the Simply Rhino UK Hardware Advice page.

See also the Wiki for video card recommendations for Rhino 5.0.

Thursday, January 26, 2012

3D puzzles with Grasshopper!



Learn how to slice an existing Rhino model into a series of flat puzzle pieces using Grasshopper.

You can download the Grasshopper definition as well from here... 3D Puzzle Magic

www.Grasshopper3D.com

Monday, October 10, 2011

Modeling stereo headphones: Part 2



Learn some techniques for modeling a pair of stereo headphones using the v5 beta of Rhinoceros.

In a rush? Watch the fast version of this video without audio.

Modeling stereo headphones: Part 1



Learn some techniques for modeling a pair of stereo headphones using the v5 beta of Rhinoceros.

In a rush? Watch the fast version of this video without audio.

Thursday, September 15, 2011

Modeling a scroll with Rhino



In this Rhinoceros video tutorial you'll learn to model a simple scroll form like those you might see in fine woodwork or on jewelry. The v5 beta of Rhino is used in this video and can be downloaded from www.Rhino3D.com using your v4 license.

Tuesday, September 13, 2011

Modeling flare and scoop details



In this Rhino video tutorial you'll learn two methods for modeling flare or scoop details. The v5 beta of Rhino is used in this video and is available from www.Rhino3D.com with your v4 license key.

Thursday, August 11, 2011

Rhino V5 lightweight extrusion objects


Lightweight extrusion objects use less memory, mesh faster, and save smaller than the traditional polysurfaces.

In models containing large numbers of extrusions represented by traditional polysurfaces, performance can be sluggish due to the relatively high demand on resources. If the same objects are made in Rhino as lightweight extrusion objects, these models are more responsive and plenty of memory is available. T

The UseExtrusions command controls the use of lightweight extrusion objects. To make commands like Box, Cylinder, Pipe, and ExtrudeCrv create lightweight extrusion objects, run UseExtrusions and choose the Extrusions option. To make commands to create traditional polysurfaces, select the Polysurface option.

Extrusion objects consist of a profile curve and a distance and will only display three control points.

Commands Affected

UseExtrusions: This command lets you control the use of extrusion objects. When extrusion use is turned on, Rhino commands that create simple solids and surfaces will use extrusion objects when possible. When extrusion use is turned off, Rhino will use traditional surface and polysurface objects. Turning off extrusion use does not change existing extrusion objects.
SelExtrusions: Selects extrusion objects. It will not select polysurface or surface objects. You can use this command if you really want to see which objects are extrusion objects.
ConvertExtrusion: Converts extrusions to traditional polysuface or surface objects. You can choose to either replace the existing extrusions or add the converted objects.
Dir: Extrusion objects work like polysurfaces and surfaces.
SelPolySrf, SelOpenPolySrf, SelClosedPolySrf: Select extrusion objects that look and act like traditional polysurface objects.
SelSrf, SelClosedSrf, SelOpenSrf: Select extrusion objects that look and act like traditional surfaces.
ExtrudeCrv: Create lightweight extrusion objects when possible.
Box, Cylinder, Tube: Create lightweight extrusion objects.
Pipe, Slab: Create lightweight extrusion objects when possible.
Explode: Exploding an extrusion object results in an exploded a polysurface.
Mesh: The walls are always meshed with quads running the length of the extrusion. The caps are generally meshed with triangles.
SaveAs V4: Extrusion objects are converted to polysurfaces when saving as V4 files.

Thursday, June 16, 2011

Today's Tip: Rhino Support Newsgroup

Get help from the Rhino Support Newsgroup—24 hours a day, 7 days a week. news://news.rhino3d.com/rhino.

Wednesday, June 15, 2011

New commands in Rhino 5

AcadSchemes: Edit AutoCAD export schemes. AddCamera: Inserts a new view camera. ApplyCurvePiping:Constructs a mesh pipe display around a curve. ApplyCustomMapping: Add a custom texture mapping channel to an object. ApplyDisplacement: Constructs a displacement display mesh for surfaces, polysurfaces, or meshes. ApplyEdgeSoftening: Constructs an edge-softening display mesh for surfaces, polysurfaces, or meshes. ApplyShutLining: Constructs a shut-line display mesh for surfaces, polysurfaces, or meshes. ArcBlend: Create an arc blend curve between two curves. ArrayLinear: Copy and space objects in a single direction. BlockEdit: Allow editing a block in place to add or remove geometry or change the insertion point. BoxEdit: Size, scale, position, and rotate objects numerically. BringForward: Bring curves forward in draw order. BringToFront: Bring curves to the front in draw order. CamerasOff: Removes selected cameras. ClearDrawOrder: Return curve draw order to the default. ContentFilter: Opens the Content Filter dialog box. ContinueCurve: Continues to draw the selected curve using control points. ContinueInterpCrv: Continues to draw the selected curve interpolating through picked points. ConvertDots: Convert Dot objects to either point or text objects. ConvertExtrusion: Converts extrusion objects to surfaces and polysurfaces. ComputeVertexColors: Evaluate texture coordinates and set vertex colors. CreaseAngle: Dimension the angle between two planes. CreaseSplitting: Control whether surface creation commands divide creased surfaces into polysurfaces. CreateRegions: Replaces a non-manifold polysurface with all solid manifold regions defined by the surfaces of the input. DevSrf: Displays the developable ruling lines between pairs of rails. DigLine: Draw a line normal to a surface with a digitizing arm. DimArea: Dimensions the area of a closed curve, surface, mesh, or hatch. DimCurveLength: Dimensions the length of a curve. DisableClippingPlanes: Turn off all clipping planes in the active viewport. DraftAnglePoint: Places a point object on a surface the surface's draft angle break location. DupDimStyle: Create new dimension styles by copying existing styles. EditPythonScript: Edits a Python script. EnableClippingPlane: Turn on selected clipping planes in the active viewport. EnterEnd: Simulate the Enter key to complete a command string in a script. EnvironmentEditor: Background color, image, projection. Eval: Evaluate an expression at the command line. ExtractAnalysisMesh: Duplicate an object's analysis mesh. ExtractCurvatureGraph: Duplicate a curve's curvature graph. ExtractPipedCurve: Duplicates a curve's piping mesh. FindText: Search for specified text. GetDocumentUserText: Retrieve text information attached to a file with the SetDocumentUserText command. HatchBase: Set a starting point for existing hatches. HatchScale: Scales hatch patterns in model and layout space. HideLayersInDetail: Conceal layers in a detail view. HideRenderMesh: Hides the render mesh displayed with the ShowRenderMesh command. ImportDimStyles: Import dimension styles into the current document. ImportLayout: Import a print layout viewport from another file. IntersectTwoSets: Finds the intersection of one set of objects with another set of objects. Isometric: Change the current viewport properties to a parallel projection isometric view looking from a specified quadrant toward 0. MakeUniformUV: Make the surface knots uniform in u- or v-direction. MarkFoci: Place point objects at focus locations of conic curves. MatchCrvDir: Change a curve's direction to match another curve's direction. MatchMapping: Change an object's texture mapping properties to match another object. MatchProperties: Change an object's properties to match another object. MaterialEditor: Open Properties: Materials. MergeAllEdges: Merges all possible edges of a surface or polysurface. MeshRepair: Opens the Mesh Repair wizard. MirrorHole: Create a mirror image copy of one or more holes in a single planar surface. ModifyRadius: Change the radius of existing arcs and circles. MonkeyRunActiveScript: Runs the script currently loaded in the Monkey editor. NonmanifoldMerge: Creates a non-manifold polysurface from intersecting surfaces and polysurfaces. OffsetPolysurface: Copies a polysurface so that locations on the copied polysurface are the same specified distance from the original polysurface. PolygonCount: Report the number of mesh polygons in a selected object. PopupPopular: Display a menu with the most-used commands. RebuildUV: Reconstruct surfaces to a specified control point number in the u- or v-directions. RememberCopyOptions: Specifies whether Copy option on transform commands is stored. RemoveMultiKnot: Remove multiple knots from curves and surfaces. RenderAddEnvironment: Add render environment. RenderAddMaterial: Add render material. RenderAddTexture: Add render texture. RenderChangeEnvironment: Change render environment. RenderChangeMaterial: Change render material RenderChangeTexture: Change render texture. RenderConvertOldStyleMaterials: Convert old style render materials. RenderCreateRenderFrame: Create render frame. RenderDeleteEnvironment: Delete render environment. RenderDeleteMaterial: Delete render material. RenderDeleteTexture: Delete render texture. RenderDuplicateEnvironment: Duplicate render environment. RenderDuplicateMaterial: Duplicate render material. RenderDuplicateTexture: Duplicate render texture. RenderGroundPlaneOptions: Set render ground plane options. RenderInstanceSimilarContent: Instance similar render content. RenderLoadEnvironmentFromFile: Load render environment from file. RenderLoadMaterialFromFile: Load render material from file. RenderLoadTextureFromFile: Load render texture from file. RenderOpenLastRendering: Open last rendering in render window. RenderPostEffectPlugInOptions: Open the Options dialog box at the Post Effect Plugins Page. RenderRemoveUnusedMaterials: Remove unused render materials. RenderRenameEnvironment: Rename render environment. RenderRenameMaterial: Rename render material. RenderRenameTexture: Rename render texture. RenderRenderingDocumentProperties: Set rendering document properties. RenderRenderingOptions: Set rendering options. RenderSafeFrameOptions: Set render safe frame options. RenderSaveEnvironmentToFile: Save a specified render environment setting to a *.renv file. RenderSaveMaterialToFile: Save a specified material to a *.rmtl file. RenderSaveTextureToFile: Save a specified texture to a *.rtex file. RenderSetCurrentEnvironment: Provides a scripting option for setting an environment. RenderSunOptions: Opens the sun options dialog box. Repeat: Repeat any command or script/macro. ReplaceBlock: Replace block instances with a different block definition. RevCloud: Draw revision cloud curves. Revert: Discard changes and revert to the previously saved document. RPC: Insert Rich Photorealistic Content (RPC) objects. RunPythonScript: Run a Python script. ScaleByPlane: Resize objects in two directions non-uniformly. SelBoundary: Select objects within an existing closed curve. SelBrush: Drag mouse like a brush stroke to select objects. SelBrushPoints: Drag mouse like a brush stroke to select points and control points. SelCircular: Draw a circle to select objects. SelClippingPlane: Select all clipping planes. SelDimStyle: Select dimensions of a specified style. SelectionFilter: Restrict a selection mode to specified object types. SelExtrusion: Select extrusion objects. SelHatch: Select hatch objects. SelLine: Select all lines. SelMappingWidget: Select all texture mapping widgets. SelNonManifold: Select non-manifold objects. SelPictureFrame:Selects all objects created with the PictureFrame command. SelRenderColor: Select objects by their render color. SelVolumeBox: Select objects inside, outside, or crossing a box-shaped volume. SelVolumePipe: Select objects inside, outside, or crossing a pipe-shaped volume. SelVolumeSphere: Select objects inside, outside, or crossing a spherical volume. SendBackward: Send curves backward in draw order SendFile: Opens the default mail program with the current file as an attachment. SendToBack: Send curves to back of draw order SeparateMapping: Separate mapping on objects with shared mapping. SetDimStyle: Specifies the current dimensions style. SetDocumentUserText: Attach text information to the file. SetViewSpeed: Change the speed of view manipulation, such as pan, rotate and zoom. ShellPolysurface: Remove the selected surfaces from a polysurface, and then offset the remaining surfaces to create a solid with a specified thickness. ShowLayersInDetail: Redisplay hidden layers in a detail view. ShowRenderMesh: Displays the render mesh for selected objects. ShowSelectedInDetail: Redisplay selected hidden objects in a detail view. ShowZBuffer: Create a grayscale z-buffer bitmap with the same dimensions as the viewport. SmartTrack: Turns on a system of temporary reference lines and points. SnapToLocked: Allow snaps to work on locked objects and locked layers. SolidPtOn: Turn on control points for polysurfaces. SplitCrv: Split a curve into multiple segments. Squish: Flatten a non-developable (curved in two directions) 3D mesh or NURBS surface into a flat 2D pattern. SquishBack: Return curves and surfaces to the original squished 3D shape. SunTab: Opens the Sun window. SuperExplodeBlock: Explode a block including any nested blocks into component objects. SynchronizeRenderColors: Change an object's material color to match its object or layer display color. TextScale: Scales text in model and layout space. TexturePalette: Opens the Texture Editor. ToggleRenderMesh: Toggles the display state of render meshes on an object. TriangulateRenderMeshes: Split all quadrangular polygon render mesh faces into two triangles. UnjoinEdge: Split polysurface edges. Unwrap: Surface mapping texture coordinates and the texture assigned to the object are projected onto the world xy-plane. ZoomNonManifold: Find and mark non-manifold edges on selected objects.

Tuesday, May 24, 2011

Modeling a parametric rosette with Grasshopper


In this Grasshopper video tutorial, you'll learn to define a custom rosette oriented normal to any surface. Use of referenced geometry, vector analysis, and index culling are among the techniques covered in this lesson.

Watch the tutorial now!

Defining a parametric weave with Grasshopper



In this video tutorial, you'll learn how to cull and organize rows of points to create a woven structure. Components such as the param viewer, tree branch, and cull pattern are used.

Watch the tutorial now!

Thursday, March 3, 2011

Modeling your way out of trouble spots



In this tutorial, you'll learn one way to model an embossed detail or logo into a doubly curved surface. Techniques for fixing self intersections in tightly bent fillets and pipes are shown. 

Tuesday, March 1, 2011

An introduction to nXt for Rhino



Learn the basics of setting up a rendering using Flamingo nXt in Rhino. Material creation and assignment, lighting presets, and depth of field are among the topics covered.

You can download the model used in this tutorial.

nXt is also currently available as a free beta from http://nxt.flamingo3d.com/

Wednesday, February 2, 2011

Modeling 3D Textures



In this tutorial, you'll learn how to model several different 3D textures using Rhino.

Tuesday, January 11, 2011

Introduction to Section Tools



In this video tutorial, you'll learn how to use Section Tools in Rhino. Create dynamic sections through your model and use them in your layouts. 

Tuesday, December 21, 2010

Making materials with Brazil for Rhino



In this holiday tutorial, you'll learn the process of making a variety of materials using Brazil for Rhino.

You can download the 3DM files with and without materials and settings here... milk_and_cookies.zip

Thursday, September 23, 2010

Modeling a bent plywood chair



In this in-depth tutorial, you'll learn how to model a bent plywood chair using reference images as guides for your design.

Thursday, September 16, 2010

Modeling three drinking glasses


In this tutorial, you'll learn how to model three separate drinking glasses using revolved surfaces. Volume analysis is also used to determine how much liquid they each would hold.

**Update** If you are looking for a RhinoScript that can scale objects to a target volume you're in luck! Pascal Golay has posted one to his scripting page here...

http://wiki.mcneel.com/people/pascalgolay

It's called "Set Object Volume". Just drag and drop the rvb file over a viewport in Rhino and run the command "SetVolume". Then follow the command line instructions to scale multiple objects in unison while targeting a specific volume for one of them.

Wednesday, July 21, 2010

Friday, December 18, 2009

NXT for Rhino Basics

nXt for Rhino-Basics

Getting Started

This tutorial shows how to render a standard Rhino model using nXt.

image001

image003

The Tutorial covers the basic steps of rendering with nXt which include:
  • Opening a model
  • Creating materials
  • Editing materials
  • Adding a ground plane

The first step is to download and unzip the tutorial files. To download the zip file, click on the nXt Getting Started.zip link. Unzip these files into their own folder somewhere memorable on your computer.

Open the nXt Getting Started.3dm file in Rhino. Check that Flamingo nXt is the current renderer in the render drop down menu.

Render controls

For your first rendering of the model, click on the render button. Your image should look like the one on the right.

image005

nXt works differently than previous versions of Flamingo.

A new model in nXt will use a default HDRI lighting set up and will also use a white default material for all objects.

For instance you will see shadows start out very sharp and linear. With each pass, the shadows will get softer as they blend together. There are many other effects that will also improve with each render pass.

In this way, an nXt rendering is never "finished"; you merely decide when it is good enough to stop. This allows you to let images that are looking good to continue to improve. But you can also stop an image at any time, if you would like to change or save something.

Some of the effects that improve on each pass are:

  • Lighting (such as global illumination if enabled)
  • Soft Shadows
  • Reflections (blurry)
  • Refraction
  • Anti-aliasing
  • Depth of field

You can stop the rendering in a number of ways:

  • Click the Stop Raytrace button to stop the rendering at the end of the current pass.
  • Double-click the Stop Raytrace to stop the rendering immediately.
  • Click the "X" button in the upper right of the render window to stop the rendering immediately and close the render window.

Materials

Because basic lighting is already built into nXt, making the right materials is normally where most of the work lies. Materials are stored directly in each model. To create a set of materials, we can use material templates that assist you in creating new materials quickly.

Open the Flamingo nXt control panel from the Flamingo nXt drop down menu in Rhino. Then expand the Materials section.

image007

image009


Now, let's make a few materials.

To make metal materials:

  1. First, you will need a metal material. Select the New Metal Material in the templates drop down.

    image011

  2. A dialog will pop up with a simplified interface for metal materials. In this case, the default properties will work great for Chrome.
  3. In the material name field, type "Chrome". Press OK to make the material.

    You'll now see the new material thumbnail image in the material browser.
    image013


  4. One of the most interesting materials in this model is the gold satin metallic finish at the top of the reel. Here you will start with the New Metal Material template.
  5. Slide the sharpness slider left to 0.150. Also, set the material color to gold as shown.
  6. In the name field, type "Gold Satin Metal" and press OK.


    image016

  7. The next material in this model is the anodized aluminum material for the reel spool. Here you will start with the Metal template. But slide the sharpness slider left to 0.110. Also, set the material color to red as shown.
  8. In the name field, type "Red Anodized Aluminum" and press OK.

    image017

To make a plastic material:

  1. Next you will need a black plastic. Select the New Plastic Material in the templates drop down. A dialog will pop up with a simplified interface for plastic materials.
  2. Drag the color to black. The fastest way to do this is to grab the small white dot on the color square and drag it down toward black.
  3. Type in the Name field, "Black Plastic" and press OK to make the material.


    image018

To make a clear finish material:

  1. The red body color of the reel is a Clear finish material. This is a car paint style material. Select the New Clear Finish Material in the templates drop down.
  2. Drag the color to a bright red. Notice that with this material we only have to select the color.
  3. In the name field, type "Red Clear Finish" and press OK.


    image020

To make a rubber material:

  1. The next material you will make for the reel is a black rubber. Rubber is slightly reflective; you can simulate this with a New Glossy Material.
  2. Select the black diffuse color as shown.
  3. In the name field, type "Black Rubber" and press OK.


    image021

To make textured materials:

  1. The next material you will make for the rod handle is cork. For the cork material we will use a texture. Select a New Textured Material. Here you are prompted to pick a texture.
  2. Navigate to the directory that you created when you unzipped the tutorials files and select the Cork.jpg and click Open.

    You can see you have a simple textured material. The tile size of the bitmap is often important. In this case we will accept the default tiling.

  3. In the name field, type "Cork" and press OK.

    image023

  4. The last material in this model is a wood material that we will use later for a ground plane. Wood materials are best done with an image or photograph of wood. To create the wood material, select a New Textured Material.
  5. Open the DeckWood.png file.
  6. In the name field, type "Deck Wood" and press OK.

    image026


Your material browser panel should look like this:

image028

To assign the materials to a layer:

Now you will assign these materials to the model. In this case, we will assign the materials to the layers in the model. This means all objects on those layers will use the render material assigned.

  1. Open the layers dialog.
  2. Drag the material swatch from the material panel over the name for the layer and drop. You should see the name of the material show up in the column just past the layer color square.

image030


  1. Once you've assigned all the materials click the Render button.

    Flamingo nXt will take multiple passes at an image. With each pass many subtle effects will continue to improve.

    Look at the Gold Satin material on the top of the reel. You will see the reflections are pronounced and sharp at first. As the passes progress, you will see the reflections continue to blur creating the satin effect. The longer you let nXt render, the more detailed this material quality will become.

    image032

We're getting closer to the final rendering and just need to add a few more details. Next, you will add a ground plane.

To turn on the Ground plane:

  1. Open the Render panel. Check the Ground plane check box.


    image034

  2. Press the Render button again.

    image036

    By default, nXt uses a grey ground plane. Here again you can see the multi-pass rendering in action.

    In the first passes, you will see that the shadows are sharp and that there are many shadows going in multiple directions. As the passes progress, the shadows will get softer and softer. Soft shadows are automatic in nXt, but they do take multiple passes to generate. So, when you are rendering your own images, do not be alarmed at the multiple shadows on the first few passes.

    The grey ground plane is OK, but you'll see a difference when you use the wood deck material you created for the reel to sit on.

  3. In the Render panel, assign the wood deck material to the ground plane. Do this by clicking on the Material button... in the ground plane section of the nXt control panel. Browse to select your textured material.

    image038

  4. Press the Render button again.

    image040

    This render's already looking pretty good, but for small objects adding Depth of Field will add increase realism. This will make the foreground and background out of focus and draw attention towards the model itself.

To enable the depth of field:

  1. In the Render panel, Depth of Field section, click the Enabled check box.

image043

The focal distance and strength of depth of field is critical.

  1. To set the Focal distance, click on the ... button.
  2. In the perspective view, snap to a point on the reel. This selects the focal point from the camera to the object in the scene.
  3. Then set the Strength between the first and second lines. You can see in the image above an example of where the slider should be.
  4. Press the Render button again.

    You should see an image that is similar to this:

image044

This is the end of the tutorial. I hope you find this helpful.



Monday, November 16, 2009

Friday, September 4, 2009

Revit to Rhino and Back!

Here's another workflow between Revit and Rhino, this time inserting Revit geometry in Rhino as reference to build the necessary freeform surfaces and then take them back into Revit,

http://www.wikihow.com/Create-a-Freeform-Roof-in-Revit

Cheers!

Rhino to Revit from HOK

In this interesting blog from HOK, aimed at sharing their knowledge in CAD, take a look at this detailed tip on how to go from Rhino to Revit,

http://hokcadsolutions.blogspot.com/search/label/Rhino


Enjoy!

Tuesday, June 16, 2009

Using a GI Photon map in Brazil



Learn how to set up an interior rendering using Brazil for Rhino. This tutorial covers the process of choosing settings for a GI Photon map as well as using the Rhino Sun with Brazil.