Rhino Level 2 v4vz
Rhino Level 2 v4vz
Rhino Level 2 v4vz
Training Manual
Level 2
Version 4.0
R40TML2Jan-2009
T A B L E
O F
C O N T E N T S
Table of Contents
Part One: Introduction ................................................................. 1
Introduction ................................................................................... 3
Course Objectives
91
Creased surfaces
101
110
Command aliases
17
Shortcut keys
18
135
Plug-ins
19
143
Scripting
21
Template files
23
35
38
40
163
Troubleshooting........................................................................ 171
General strategy
171
55
63
74
85
190
Reflected Environment
197
199
Decals
203
iii
iv
L I S T
O F
E X E R C I S E S
List of Exercises
Exercise 1Trackball Mouse (Warm-up) ......................................... 4
Exercise 2Customizing Rhinos interface ....................................... 8
Exercise 3Topology ..................................................................29
Exercise 4Trimmed NURBS ........................................................32
Exercise 5Curve Degree ............................................................36
Exercise 6Geometric Continuity ..................................................45
Exercise 7Tangent Continuity.....................................................47
Exercise 8Curvature Continuity ..................................................52
Exercise 9Surface Continuity .....................................................56
Exercise 10Continuity Commands ...............................................63
Exercise 11Patch options ...........................................................68
Exercise 12Lofting ....................................................................69
Exercise 13Blends ....................................................................70
Exercise 14Blends Options ........................................................72
Exercise 15Variable Radius Fillets ...............................................75
Exercise 16Variable Radius Blends and Chamfers .........................76
Exercise 17Fillet with patch .......................................................77
Exercise 18Soft Corners ............................................................78
Exercise 19History introduction ..................................................86
Exercise 20Soft Domed Buttons .................................................92
Exercise 21Surfaces with a crease ............................................ 101
Exercise 22Surfaces with a crease (Part 2) ................................ 106
Exercise 23Handset ................................................................ 115
Exercise 24Cutout .................................................................. 121
Exercise 25Importing an Adobe Illustrator file ............................ 135
Exercise 27Making a detergent bottle ....................................... 143
Exercise 28Surface Analysis .................................................... 151
Exercise 29Dashboard ............................................................ 158
Using blocks lets you: ............................................................... 163
Exercise 30Block basics .......................................................... 164
Exercise 31Blocks .................................................................. 166
Exercise 32Inserting blocks ..................................................... 168
Exercise 33Troubleshooting ..................................................... 174
Exercise 34Meshing ................................................................ 176
Exercise 35Rhino Rendering .................................................... 183
Exercise 36Rendering ............................................................. 187
L I S T
O F
E X E R C I S E S
vi
Part One:
Introduction
Notes:
Introduction
This course guide accompanies the Level 2 training sessions in Rhinoceros. This course is geared to individuals
who will be using and/or supporting Rhino.
The course explores advanced techniques in modeling to help participants better understand how to apply
Rhinos modeling tools in practical situations.
In class, you will receive information at an accelerated pace. For best results, practice at a Rhino workstation
between class sessions, and consult your Rhino reference manual for additional information.
Duration:
3 days
Prerequisites:
Completion of Level I training, plus three months experience using Rhino.
Course Objectives
In Level 2, you learn how to:
Construct and modify curves that will be used in surface building using control point editing methods
Group objects
Notes:
Part Two:
Customization
Notes:
Customizing Rhino
Notes:
Exercise 2Customizing Rhinos interface
In this exercise we will create buttons, toolbars, macros, aliases, and shortcut keys that will be available to use
throughout the class.
To create a custom toolbar collection:
1
In the Toolbars
Properties dialog,
name the toolbar
Zoom, and click OK.
Notes:
Hold down the Shift key and right-click the blank button in
the new toolbar.
Notes:
Button text
Options:
10
Notes:
In the Edit Toolbar Button dialog, click the Edit Bitmap button.
The bitmap editor is a simple paint program that allows editing of
the icon bitmap. It includes a grab function for capturing icon sized
pieces of the screen, and an import file function.
If the bitmap is too large, only a portion of the center is imported.
From the File menu, click Import Bitmap, and select the
ZoomNoLights.bmp.
You can import any bitmap image of the correct pixel dimensions
allowing you to make button icons any bitmap images.
11
Notes:
Notice that the new buttons background color does not match the background color of the other buttons. We will
change the image background using an alpha channel, so that it matches the Windows 3D Objects color like the
other buttons.
1
12
Notes:
Rules for commands in buttons
You can enter the commands or command combinations in the appropriate boxes, using these rules:
A space is interpreted as Enter. Commands do not have spaces (for example, SelLight) but you must
leave a space between commands
If your command string refers to a file, toolbar, layer, object name, or directory for which the path
includes spaces, the path, toolbar name, or directory location must be enclosed in double-quotes.
View manipulation commands like Zoom can be run in the middle of other commands. For example, you
can zoom and pan while picking curves for a loft. An '(apostrophe) prior to the command name indicates
that the next command is a nest able command.
SelName
Rhino can be localized in many languages. The non-English versions will have commands, prompts,
command options, dialogs, menus, etc., translated into their respective languages. English commands
will not work in these versions. For scripts written in English to work on all computers (regardless of the
language of Rhino), the scripts need to force Rhino to interpret all commands as English command
names, by using the underscore.
Group
SetGroupName
SelGroup
Invert
SelAll
All commands are now scriptable at the command line (even commands that have dialogs by default). To
suppress the dialog and use command-line options, prefix the command name with a hyphen (-).
SelNone
User input and screen picks are allowed in a macro by putting the Pause command in the macro.
Commands that use dialogs, such as Revolve, do not accept input to the dialogs from macros. Use the
hyphen form of the command (-Revolve) to suppress the dialog and control it entirely from a macro.
ReadCommandFile
SetWorkingDirectory
13
Notes:
Zoom Extents
Click and hold the Zoom Extents button to fly out your
newly created single button toolbar.
If you close the Zoom toolbar you just created, you can
always re-open it using the linked button.
14
Notes:
Hold the Ctrl key and move your mouse to the button on the far right of the
Standard toolbar.
The tooltip indicates that left-click and drag will copy the button and right-click and
drag will Copy the button to another toolbar and Link its toolbar to the duplicated
button.
Copy the button one space to the left in the same toolbar.
Hold down the Shift key and right-click on the button you
copied to edit the button.
Delete all the text in the boxes for both left and right mouse
button commands.
15
Hold the Shift key and right-click the Copy button on the
Main1 toolbar.
Notes:
Move the selected object so that you can see the duplicate.
Copy
16
Notes:
Command aliases
The same commands and macros that are available for buttons are also available for command aliases.
Command aliases are useful productivity features in Rhino. They are commands and macros which are activated
whenever commands are allowed, but are often used as a keyboard shortcut followed by Enter, Spacebar or
clicking the right mouse button.
To make a command alias:
1
Options
The alias is in the left column and the command string or macro is in the right column. The same rules
apply here as with the buttons. Aliases can be used within other aliases' macros or button macros.
7
Type mh in alias column. Type Mirror pause 0 0,1,0 in the command macro column.
Select some geometry and try the new aliases out. Type mh or mv and press Enter.
If no objects are pre-selected, the Pause in the script prompts you to select objects, and a second Enter
will complete the selection set.
17
Notes:
In the Import Options dialog, select the file you just saved.
For the Options to import, click Aliases, Appearance, or any other options you wish to import.
The saved options are imported.
Shortcut keys
The same commands, command strings, and macros that you can use for buttons are also available for keyboard
shortcuts. Shortcuts are commands and macros that are activated by a function key, Ctrl, Alt, and Shift
combinations, and an alphanumeric key on the keyboard.
To make a shortcut key:
1
18
Notes:
Plug-ins
Plug-ins are programs that extend the functionality of Rhino.
Several plug-ins are included and automatically install with Rhino. Many others are available for download from
the Rhino website.
Options
19
Notes:
4
Navigate to the folder that has the plugin you want to install.
Default Rhino plug-ins are located at:
C:/Program Files/Rhinoceros 4.0/Plugins.
20
Notes:
Scripting
Rhinoceros supports scripting using VBScript.
To script Rhino, you must have some programming skills. Fortunately, VBScript is simpler to program than many
other languages, and there are materials available to help you get started. VBScript is a programming language
developed and supported by Microsoft.
We will not cover how to write a script in this class, but we will learn how to run a script and apply it to a button.
The following script will list information about the current model.
To load a script:
1
Save the current model. If you dont have a saved version of the
model, no information is possible.
21
On the Edit Script window, from the File menu, click Open.
Notes:
We will not be editing script files in this class. This exercise is to show how to access the editing feature if
needed.
4
In the Toolbars dialog, check the File toolbar then Close the
dialog.
Right-click on the Title bar of the File toolbar, then click Add
Button from the popup menu.
To edit the new button, hold down the Shift key and right-click on
the new button that appeared in the File toolbar.
22
Notes:
Template files
A template is a Rhino model file you can use to store basic settings. Templates include all the information that is
stored in a Rhino 3DM file: objects, grid settings, viewport layout, layers, units, tolerances, render settings,
dimension settings, notes, etc.
You can use the default templates that are installed with Rhino or save your own templates to base future
models on. You will likely want to have templates with specific characteristics needed for particular types of
model building.
The standard templates that come with Rhino have different viewport layouts or unit settings, but no geometry,
and default settings for everything else. Different projects may require other settings to be changed. You can
have templates with different settings for anything that can be saved in a model file, including render mesh,
angle tolerance, named layers, lights, and standard pre-built geometry and notes.
If you include notes in your template, they will show in the File Open dialog.
The New command begins a new model with a template (optional). It will use the default template unless you
change it to one of the other templates or to any other Rhino model file.
The SaveAsTemplate command creates a new template file.
To change the template that opens by default when Rhino starts up, choose New and select the template file
you would like to open when Rhino starts, then check the Use this file when Rhino starts box.
To create a template:
1
23
Notes:
6
24
Notes:
9
In the Open
Template File dialog,
check the Use this
file when Rhino
starts checkbox.
You should make
custom templates for
the kind of modeling
that you do regularly
to save set up time.
25
Notes:
26
Part Three:
Advanced Modeling Techniques
28
Notes:
NURBS Topology
NURBS surfaces always have a rectangular topology. Rows of surface points and parameterization are organized
in two directions, basically crosswise to each other. This is not always obvious when creating or manipulating a
surface. Remembering this structure is useful in deciding which strategies to use when creating or editing
geometry.
Exercise 3Topology
This exercise will demonstrate how NURBS topology is organized and discuss some special cases that need to be
considered when creating or editing geometry.
1
Control Points On
29
Notes:
4
Show Edges
30
Notes:
8
Select V
31
Notes:
Untrim
32
Notes:
To detach a trimming curve from a surface:
1
Detach Trim
Undo
Start the ShrinkTrimmedSrf command (Surface menu: Surface Edit Tools >
Shrink Trimmed Surface).
33
Notes:
34
Notes:
Curve Creation
We will begin this part of the course by reviewing a few concepts and techniques related to NURBS curves that
will simplify the learning process during the rest of the class. Curve building techniques have a significant effect
on the surfaces that you build from them.
Curve degree
The degree of a curve is related to the extent of the influence a single control point has over the length of the
curve.
For higher degree curves, the influence of any single point is less in a specific part of the curve but affects a
longer portion of the curve.
In the example below, the five curves have their control points at the same six points. Each curve has a different
degree. The degree can be set with the Degree option in the Curve command.
35
Notes:
Curve
36
Notes:
Analyzing the curvature of a curve:
1
Curvature Graph On
37
Notes:
38
Notes:
Tangency continuity (G1)
Curves or surfaces meet and the
directions of the tangents at the
endpoints or edges is the same. You
should not see a crease or a sharp edge.
Tangency is the direction of a curve at
any particular point along the curve
Where two curves meet at their endpoints the tangency condition between them is determined by the direction
in which the curves are each heading exactly at their endpoints. If the directions are collinear, then the curves
are considered tangent. There is no hard corner or kink where the two curves meet. This tangency direction is
controlled by the direction of the line between the end control point and the next control point on a curve.
In order for two curves to be tangent to one another, their endpoints must be coincident (G0) and the second
control point on each curve must lie on a line passing through the curve endpoints. A total of four control points,
two from each curve, must lie on this imaginary line.
Curvature Continuity includes the above G0 and G1 conditions and adds the further requirement that the radius
of curvature be the same at the common endpoints of the two curves. Curvature continuity is the smoothest
condition over which the user has any direct control, although smoother relationships are possible.
For example, G3 continuity means that not only are the conditions for G2 continuity met, but also that the rate
of change of the curvature is the same on both curves or surfaces at the common end points or edges.
G4 means that the rate of change of the rate of change is the same. Rhino has tools to build such curves and
surfaces, but fewer tools for checking and verifying such continuity than for G0-G2.
39
Notes:
40
Notes:
2
Use Ctrl+A to select all of the curves. Then, turn on the Curvature Graph (Analyze menu>
Curve>Curvature Graph On) for the curves. Set the Display Scale in the floating dialog to
100 for the moment. Change the scale if you cant see the curvature hair.
The depth of the graph at this setting shows, in model units, the amount of curvature in the
curve.
First, notice the top sets of curves (a and b). These have two straight lines and a curve in
between.
The lines do not show a curvature graphthey have no curvature.
Thus there is no discontinuity in curvature from the end of the straight line to end of the curve. The curve
starts and ends at zero curvature just like the lines have. So, the G2 case not only is the direction of the
curves the same at the endpoints, but the curvature is the same there as wellthere is no jump in curvature
and the curves are considered G2 or curvature continuous.
41
Notes:
4
42
Notes:
To show continuity with a curvature circle:
1
Stop the command and restart it for the other curve sharing the endpoint just
picked.
Place a circle on this endpoint as well.
The two circles have greatly different radii. Again this indicates a discontinuity
in curvature.
Repeat the same procedure to get circles at the end points of the curves in
set d.
Notice that this time the circles from each curve at the common endpoint are
the same radius. These curves are curvature continuous.
43
Notes:
6
44
Notes:
Start the GCon command (Analyze menu: Curve > Geometric Continuity).
Geometric Continuity
Rhino displays a message on the command line indicating the curves are out
of tolerance:
Curve end difference = 0.0304413
Tangent difference in degrees = 10.2772
Radius of curvature difference = 126.531
Curvature direction difference in degrees = 10.2772
Curve ends are out of tolerance.
Turn on the control points for both curves and zoom in on the common ends.
Turn on the Point object snap and drag one of the end points onto the other.
45
Notes:
To make the curves have position continuity using Match:
Rhino has a tool for making this adjustment automatically in the Match command.
1
To try this, start the Match command (Curve menu: Curve Edit Tools >
Match).
Match
46
Notes:
Along
Between
47
Notes:
To change the continuity by adjusting control points using the Rotate command and the Tab direction
lock:
1
Bring the cursor back over to the other curve-notice that the position is constrained to a line
between the center of rotation and the second
point on the second curve- that is the location
of the cursor when you hit the tab key. You can
now click the mouse on the side opposite the
second curve.
During rotation the tab direction lock knows to
make the line from the center and not from the
first reference point.
The rotation end point will be exactly in line
with the center of rotation and the second point
on the second curve.
Rotate
48
Notes:
To change the continuity by adjusting control points using the Between object snap:
1
One Layer ON
Move
49
Notes:
To change the continuity by adjusting control points using the Along object snap:
1
50
Notes:
To edit the curves without losing tangency continuity:
1
51
Notes:
Match
To establish curvature or G2 continuity, the Match command is the only practical way in most cases.
To match the curves:
1
52
Notes:
53
Notes:
To add a knot:
Adding a knot or two to the curve will put more points near the end so that the third point can be nearer the end.
Knots are added to curves and surfaces with the InsertKnot command.
1
Start the InsertKnot command (Edit menu: Control Points > Insert
Knot).
Pick a location on the curve to add a knot in between the first two points.
Insert Knot
54
Notes:
Surface Continuity
The continuity characteristics for curves can also be also applied to surfaces. Instead of dealing with the end
point, second, and third points, entire rows of points at the edge, and the next two positions away from the edge
are involved. The tools for checking continuity between surfaces are different from the simple GCon command.
55
Notes:
Match Surface
Click OK.
The edge of the gold surface is pulled over to match the edge of the green
one.
Description
Average surfaces
Refine match
Determines if the match results should be tested for accuracy and refined so that the faces
match to a specified tolerance.
The surface being changed is aligned to the edge its being matched to by pulling each point
to the closest point on the other edge.
This adds enough knots to the span so that the edge opposite the one being adjusted isn't
changed.
Isocurve direction adjustmentspecifies the way the parameterization of the matched surfaces is determined.
Automatic
Evaluates the target edge, then uses Match target isocurve direction if it is an untrimmed
edge or Make perpendicular to target edge if it is a trimmed edge.
As closely as possible, keeps the existing isocurve directions the same as they were in the
surface before matching.
Makes the isocurves of the surface being adjusted parallel to those of the surface it matches.
Makes the isocurves of the surface being adjusted perpendicular to the edge being matched.
56
Notes:
To check the continuity with Zebra analysis:
1
Zebra
57
Notes:
To match the surface to tangency:
1
Match Surface
58
Notes:
To match the surface to curvature:
1
Use the MatchSrf command (Surface menu: Surface Edit Tools > Match)
with the Curvature option.
Note:
Doing these operations one after the other may yield different results than going straight to Curvature
without first using position. This is because each operation changes the surface near the edge, so the
next operation has a different starting surface.
59
Notes:
Use the InsertKnot command (Edit menu: Control Points > Insert Knot)
to insert a row of knots near the end of the gold surface.
When this command is used on a surface, it has more options. You can
choose to insert a row of knots in the U-direction, the V-direction, or
both. Choose Symmetrical to add knots at opposite ends of a surface.
Insert Knot
60
Notes:
To adjust the surface using end bulge:
The EndBulge command lets you edit the shape of a surface without changing the tangent direction and the
curvature at the edge of the surface. This is useful when you need to alter the shape of a surface that has been
matched to another surface.
EndBulge allows you to move control points at a specified location on the surface. These points are constrained
along a path that keeps the direction and curvature from changing.
The surface can be adjusted equally along the entire selected edge or along a section of the edge. In this latter
case, the adjustment takes place at the specified point and tapers out to zero at either end of the range. Either
the start or end point of the range can be coincident with the point to adjust, thus forcing the range to be
entirely to one side of the adjustment point.
1
For the surface edge to adjust, pick the edge of the surface on the
right.
For the Point to edit, pick a point on the edge at which the actual
adjustment will be controlled.
You can use object snaps and reference geometry to select a point with
precision.
61
Notes:
6
62
Notes:
NetworkSrf
Sweep2
63
Notes:
By default the edge tolerances are the same as
the model's Absolute Tolerance setting. The
interior curves' tolerance is set 10 times looser
than that by default.
4
64
Notes:
To make the surface with a two-rail sweep:
1
Select one short edge (3), the crosssection curves (4, 5, 6, and 7) and
the other short edge (8) as profiles.
Sweep 2 Rails
Click OK.
65
Notes:
To make a patch surface:
The Patch command builds a trimmed surface, if the bounding curves form a closed loop, and can match
continuity to G1 if the bounding curves are edges.
1
Patch
Set Stiffness to 1.
Set Surface U and V spans to 10.
Check Adjust tangency and Automatic trim, then click OK.
5
66
Notes:
7
67
Notes:
Start the Patch command (Surface menu: Patch) and select the two
point objects and the top edge of the surface as input.
Check Adjust tangency and Automatic trim, set the Surface spans
to 10 in each direction.
To get a good view of the two point objects, make the Front viewport
the active viewport and set it to a wireframe or ghosted view.
68
Notes:
Exercise 12Lofting
To make a lofted surface:
The Loft command also has built in options for surface continuity.
1
Loft
69
Notes:
Exercise 13Blends
To make a surface blend:
The next command that pays attention to continuity with adjoining surfaces is BlendSrf.
1
Blend Surface
Try each until you get the entire long edge of the polysurface selected.
Notice that neither All or Next will add the small section of edge at the lower, right end of the polysurface.
This edge is not tangent to the other edge selection. If you want to include it in the blend you must select it
with a click.
When all the desired edges are selected on the upper polysurface, press Enter .
Select the left edge of the bottom surface and press Enter.
At this point there is a dialog with sliders and some settings.
While this dialog is available, you can adjust the bulge of the blend either with
the sliders, by entering numbers, or by moving any of the points on the blend
curves. When dragging points hold the Shift key for symmetry.
Make sure the Same height shapes is not checked.
70
Notes:
7
71
Notes:
72
Notes:
73
Notes:
3
74
Notes:
75
Notes:
Use the MergeEdge command to make the edges at the top and bottom
of the sole contiguous.
Use the BlendEdge command (Solid menu: Fillet Edge > Blend Edge) to
make a variable radius blend on the bottom of the sole.
Use the AddHandle option to add additional radii around the bottom of
the sole.
76
Notes:
Use the Patch command (Surface menu: Patch) to fill in the opening at the
center.
In the Patch Options dialog, check Adjust Tangency and Automatic Trim.
Change the Surface U and V Spans to 10, and the Stiffness to 2.
Patch
77
Notes:
78
Notes:
6
Patch
To make a rectangular shape with a curved top and soft corners (Part 2):
In this exercise you will start by making new curves.
1
Each arc is extended at each end using the existing arc radius.
79
Notes:
5
80
Notes:
To make the Top Surface:
1
81
Notes:
To make the surfaces into a solid:
1
Note: You may notice a defect in a shaded viewport at one or more of the
corners. This is a render mesh related defect. There is nothing wrong
with the geometry.
82
Notes:
To fix the mesh:
1
83
Notes:
84
Notes:
History
History allows editing or updating objects by editing the input geometry that was used to create the objects.
History is useful any time there is a need to edit the output of a surfacing command or when transformed copies
of an original object need to stay matched to the original.
History can be nested; for example, the edges of a lofted surface can be extruded, and the extrusions will follow
the changes to the edges or the flow changes in the lofted curves.
History is not the same as a feature or parametric. History information is saved in Rhino *.3dm file.
A simple example would be the following:
Select one or more curves and activate History. Extrude the curves. Then, turn on control points of the curves
and edit one or more of these, the extruded surface will change shape to reflect the new curve shape.
85
Notes:
Activating History
History recording is off by default. It must be turned on for when before running a command to record history for
that command. The status of history recording is indicated on the Record History pane on the status bar. If the
text in this pane is bold, recording is active. Click the pane to change the status.
To record history for a particular command, click the Record History pane, and then start a command that pays
attention to history.
To make a lofted surface with history:
1
86
Notes:
4
The command must support History. A list of commands that support History follows:
History recording must be active when the command is actually run. By default, History recording is
turned off and must be activated each time a command is run for which the user wants to record history.
History updating must be on. This is on by default. When it is on, edits to input objects are immediately
reflected in the updated output.
Note:
Any editing of the outputs will 'break' History and the connection between inputs and outputs will be lost.
Rhino will put up a warning box when this happens and the user can either Undo to restore the
connection, or continue editing and accept the break in History.
87
Notes:
Divide
Intersect
Project
Surfacing commands:
ExtrudeCrv
ExtrudeCrvAlongCrv
ExtrudeCrvTapered
ExtrudeCrvToPoint
Surfacing commands:
Transform commands:
ExtrudeSrfToPoint
Array
ExtrudeSrfAlongCrv
ExtrudeSrfTapered
ArrayPolar
Loft
Copy
NetworkSrf
Rotate Copy=Yes
RailRevolve
Scale Copy=Yes
Revolve
Mirror Copy=Yes
Flow
FlowAlongSrf
Symmetry
History Options
Inputs to a History are called Parents in Rhino and the outputs are called Children.
Right-click the Record History pane to change the following options:
Always Record History changes the default behavior so any eligible command will always record
history. Use this option with caution. In addition to unnecessarily increasing the file size, it can lead to
unexpected behavior. To clear history on particular objects or on all objects, use the HistoryPurge
command.
Update Children causes child objects to update each time the parent object changes. This increases the
time it takes to update complex objects. For very complex edits on the parent objects, turn off updating,
make the changes, and then turn Update Children on so that the update happens only once.
Lock Children sets child objects to a locked state. Since directly editing the child objects breaks the
connection to the parent objects, locking the child objects prevents accidental editing. In addition,
selecting child objects can be cumbersome if they are in the same location as the parent objects. Locked
child objects still update when the parent objects are edited.
History Break Warning displays a warning if an operation breaks the connection of a child object to its
parent objects. The Undo command will restore history.
In addition to the status bar pane and menu, history recording, updating, locking can also be controlled by the
History command.
Purge History
History
88
Notes:
To change history options:
1
Notice that any time you select a curve to move or edit, Rhino asks you
if you want to select the curve or the lofted surface.
If you edit the surface in any way, History for the object will break and
Rhino will warn you about this.
Edit the curves to your liking to create the simple car body.
89
Notes:
90
Notes:
Advanced Surfacing
Techniques
There are an infinite number of complex and tricky surfacing problems. In this chapter we will look at several
'tricks' that help in getting certain types of surfaces built cleanly. The goal, apart from showing you a few specific
techniques used in these examples, is to suggest ways in which the Rhino tools can be combined creatively to
help solve surfacing problems.
In this chapter you will learn to make soft domed button shapes, creased surfaces, and how to use curve fairing
techniques.
Dome-shaped buttons
The surfacing goal in this exercise is to create a dome on a shape like a cell
phone button where the top must conform to the general contour of the
surrounding surface but maintain its own shape as well. There are a number
of ways to approach this; we will look at three methods.
91
Notes:
Use OneLayerOn to turn on the Surfaces to Match layer to see the surface that determines the cut of the
button.
Rotate the Perspective viewport to see the grid aligned with the surface.
92
Notes:
To create a custom construction plane perpendicular to a curve:
With a line normal to a surface and a construction plane perpendicular to that normal line, you can define a
tangent construction plane at any given point on the surface
1
Use the Line command with the Normal option (Curve menu: Line > Normal to Surface) to draw a line
normal to the surface at a point near the center of the untrimmed hole.
Surface Normal
93
Notes:
To create a custom construction plane to a surface:
This function sets the construction plane to match a surface. The placement is constrained so that the
construction plane is tangent to the surface at any given point on the surface. This works like the previous
method without the need to make the normal line.
1
94
Notes:
To create a construction plane fit through points:
Using the PlaneThroughPt command to create a surface through a sample of extracted point objects will
generate a plane that best fits the points. The CPlane command with the Object option places a construction
plane with its origin on the center of the plane. This is a good choice in the case of the button in this file. There
are several curves from which the points can be extracted the edge of the button itself, or from the trimmed hole
in the surrounding surface.
1
Duplicate Edge
Divide
95
Notes:
9
Save CPlane
Select the top edge of the surface and the two copied curves.
For the Loft end point, make sure the view that has the custom CPlane
is the current view, then type 0 (zero) and press Enter.
The loft will end at a point in the middle of the plane, which is the origin
of the construction plane.
96
Notes:
5
Use the SetPt command (Transform menu: Set Points) to set the points
to the same Z-elevation as the point in the center.
Remember, this elevation is relative to the current construction plane.
Set Points
97
Notes:
To use a patch surface to make the button:
1
Use the DupEdge command to duplicate the top edge of the surface.
Use the CPlane command with the Object option to set the construction
plane to the planar surface.
Patch
98
Notes:
To use a rail revolve surface to make the button:
1
Use the DupEdge command to duplicate the top edge of the surface.
Rail Revolve
99
Notes:
10 RailRevolve does not pay attention to
continuity during the surface
creation so you will need to match
the new surface to the vertical sides
of the button for tangency or
curvature with the MatchSrf
command.
Match Surface
100
Notes:
Creased surfaces
Often a surface needs to be built with a crease of a particular angle and which may change to another angle or
diminish to zero angle at the other end. The following exercise covers two possible situations.
Loft
101
Notes:
4
Hide the lower surface and turn off the Curve layer.
102
Notes:
To create the dummy surface:
We will change the top surface by matching it to a new dummy surface.
The dummy surface will be made from one or more line segments along the bottom edge of the top surface
that are set at varying angles to it.
To get a line that is not tangent but is at a given angle from tangent, the easiest method is to use the
transform tools to place the line tangent and then to rotate it by the desired increment.
1
Press Enter.
103
Notes:
10 Select the line segment at the left end and start the Rotate command.
Set the center of rotation at the origin of the new custom CPlane. Rotate
the segment 10 degrees.
The result should be like the image on the right.
Sweep 1 Rail
13 Select the lower edge of the upper surface (1) as the rail and the two
line segments (2 & 3) as cross-section curves.
Make sure to use the surface edge and not the original input curve as the
rail for the sweep.
104
Notes:
To match the surface to the dummy surface:
1
Use the MatchSrf command to match the upper surface to the dummy
surface.
105
Notes:
6
Use the Line command (Curve menu: Line > Single Line) to draw a
single line anywhere in the viewport.
We will use this line to make a dummy surface.
Place a line at each end of the edge and somewhere in the middle of the
edge.
If the line flips over at either end, place it as close to the end as you can
and move it later.
The line is tangent to the surface.
106
Notes:
5
Use the Rotate command (Transform menu: Rotate) to rotate the line
15 degrees as shown in the illustration on the right.
107
Notes:
8
Repeat these steps for the line in the middle of the surface.
Select the upper edge of the lower surface as the rail and the three line
segments as cross-section curves. Use the Align with surface style for
the sweep.
108
Notes:
4
In the Sweep 2 Rails Options dialog, for the Rail continuity of edge
A, choose Tangency.
109
Notes:
Loft
Curvature Analysis
110
Notes:
Choose AutoRange and Adjust
mesh to have at least 5000
minimum grid quads to ensure a
smooth display of the color range.
Note the streaky and inconsistent
color range on the surface. This
indicates abrupt changes in the
surface.
4
Rebuild
The length is arbitrary but make the lines long enough to cross one another.
3
Change to Rebuilt Curves layer, and Lock the Tangency Direction layer
Use the Rebuild command (Edit menu: Rebuild) to rebuild the curve.
Although there is a Rebuild option in the Loft command, rebuilding the curves
before lofting them gives you control over the degree of the curves as well as the
number of control points.
In the Rebuild Curve dialog, change the Degree to 5 and the Point Count to 6
points. Uncheck Delete input, check Create new curve on Current layer.
Click the Preview button. Note how much the curves deviate from the originals.
This makes the curves into single-span curves. Single-span curves are Bzier curves. A single-span curve is a
curve that has degree +1 control points. While this is not necessary to get high quality surfaces, it produces
predictable results.
111
Notes:
6
Curvature Graph On
112
Notes:
To make a surface with fair curves:
11 Loft the new curves.
The shape and quality of the surface
has very few isocurves but it is very
close to the shape of the first
surface.
113
Notes:
114
Notes:
This exercise describes the steps in creating a case for a handset, using bitmaps as templates. In this exercise
we will focus on making curves from bitmaps images and using fairing techniques on the curves before making
the surfaces.
We will begin by taking scanned sketches and placing them in three different viewports. The three hand-drawn
images need to be placed in their respective viewports and scaled appropriately so that they match each other.
You can align images more easily if they have been aligned and cropped so that they share the same length in
pixels. It helps to darken and slightly reduce the contrast of images that have a lot of bright white in them. This
allows a greater range of colors to be seen against them when tracing them in Rhino.
Exercise 23Handset
1
In the Toolbars dialog, check Background Bitmap to open the toolbar, then close the dialog.
Use the toolbar buttons for the next part of the exercise.
The toolbar can also be accessed by flying out the Viewport layout toolbar from the Standard toolbar
across the top of the viewports.
115
Notes:
To place background bitmaps:
We will begin by making reference geometry to help in placing the bitmaps.
1
116
Notes:
To build the case:
1
117
Notes:
3
118
Notes:
9
119
Notes:
120
Notes:
An Approach to Modeling
A common question that users have when modeling, is Where do I start? In this section we will discuss various
approaches to the modeling process.
There are two things to consider before your begin modeling: if reflections, fluid flow, air flow, or the ability to
edit using control points are important in the finished model, you will want to begin your models with geometry
that consists of cubic (degree 3) or quintic (degree 5) curves. If these are not important, you can use a
combination of linear (degree 1), quadratic (degree 2), cubic or quintic curves.
Start with simple shapes, the details can be added later. Begin by creating layers for the different parts. This will
help separate the parts for visualization, and help with matching the parts as you go.
We will review different products to try to determine which kind of surfaces are most important and some
approaches to modeling the product.
Exercise 24Cutout
This exercise shows an approach to making a cutout surface which
blends smoothly and seamlessly into an existing curved surface. The
new surface has an arbitrary relationship to the existing surface so the
general strategy can be used in other cases.
121
Notes:
1
Project
122
Notes:
13 Use the ShrinkTrimmedSrf
command (Surface menu: Edit
Tools > Shrink Trimmed Surface) to
make this surface easier to see since
it will reset the isocurves to the new
surface size.
In this part, we will make one curve with as few points as possible that shows the shape of the part that will
become the bottom of the scoop. When making the curve, try to look at it from various views while you
work. Use a degree 5 curve and six points for a very smooth curve. Check the curve with the curvature
graph to get a nice fair curve.
1
123
Notes:
2
124
Notes:
To create the floor surface of the scoop:
There are a few surfacing techniques that can be used to create the surface.
A 2 Rail Sweep would be one
obvious choice, using the new curves
as rails and the edge of the dummy
surface as the cross section. The
advantage of this is that other crosssections can be used to define the
floor shape if desired.
Since the rails are G2 to the dummy
surface (Matched in the last sequence
of steps) the surface will be very close
to G2 to the dummy surface when
created.
The MatchSrf command could fix
any discontinuity, if needed. This is a
good way to go and you may wish to
try it now.
Another approach is to make a lofted surface between the two curves. The surface will need adjustment to
match to the dummy surface and will provide the opportunity to explore some options in the MatchSrf
command so we will outline this method below.
1
125
Notes:
2
Use the Zebra command (Analyze menu: Surface > Zebra) to check the
continuity of the two surfaces.
126
Notes:
To make the sides of the cutout:
To make the sides of the cutout, we will extrude the projected outline with 10 degrees of draft and trim it
with the lofted surface.
1
Repeat this for the side surface and the original surface.
Fillet Surface
The two fillets cross each other. We will trim them both back to their
intersection points.
127
Notes:
Trimming back the fillet surfaces:
Both of the fillet surfaces are tangent to the tapered side of the scoop and where the fillets cross they are
tangent to each other.
If we trim the ends of the fillets to a plane, then the resulting trimmed edges will be tangent to each other.
Trimming these surfaces will be helpful when creating the final surfaces that blend the fillets out between
the scoop and main surfaces.
To create the plane, first make circles with the AroundCurve option around one edge of the fillet surfaces,
then make planar surfaces from the circles.
1
Click on the upper edge of the lower surface and snap to the intersection point.
128
Notes:
7
Use the fillet surfaces as trimming objects to trim the excess from the
side surface.
129
Notes:
Trimming the main and floor surfaces:
The next task is to extend the edges of the fillets so that the main surface and the floor surface can be
trimmed back. The inner, or lower, edge of the lower fillet will be extended off the end of the floor surface
and the outer, or upper, edge of the upper fillet will be extended off past the end of the opening of the scoop
as well. The extended curves will be projected onto the respective surfaces and used to trim them.
1
130
Notes:
Set up the curves to create the surfaces.
We are now nearly ready to create the surfaces. As you can see there are nice rectangular gaps in the
surfaces, we just need to arrange the curves and edges surrounding the gaps for use in making a 2-Rail
Sweep or a surface from a Curve Network. Because one end of each open rectangle is bounded by the two
tangent fillet edges, we need to create a single curve there to use as input. We'll duplicate the four edges
and join them into two s-shaped curves. The other end of each rectangle is bounded by a portion of the end
of the hole in the main surface. Well split up that long edge into segments that correspond exactly to the
ends of the rectangular openings.
1
Split Edge
131
Notes:
6
For the other Surface edge to blend, click on the edge opposite the first one.
132
Notes:
5
133
Notes:
134
Notes:
10
To import a file:
1
Change the Files of type to PDF Files (*.pdf; *.ai, *.eps), and
choose the AirOne_Logo.ai to import.
135
Notes:
3
While the imported geometry is still selected, use the Group command
to group the various curves together. This makes it much easier to select
all of the curves and not leave any behind in the following transform
steps.
Right-click on the Logo layer, then click Copy Objects to Layer to make a copy of the logo on the Logo
layer.
Group
We will use this copy later for another part of the exercise.
8
Turn off all the layers except Default and Top Surface.
136
Notes:
To create the custom construction plane:
We need to set a construction plane to the flat surface. The Cplane command will allow us to do this but the
X and Y directions of the new custom CPlane will be mapped to the U and V directions of the target surface
respectivelyl. The Dir command will tell you how the U and V direction are pointing on the surface, and allow
you to change the directions of each.
1
Direction
At the command line there are various options for changing the directions of the surface. You can click on
these to change the surface directions. The cursor and surface normals will update accordingly.
When all changes are made, press Enter to accept.
The goal is to have the U and V as in the second image. In this way, the new Cplane will map to the surface
accordingly and the geometry can be mapped to the Cplane predictably.
In the Perspective viewport, use the Cplane command with the Object
option (View menu: Set CPlane > To Object) or (Viewport title right-click
menu: Set Cplane > To Object) to set the Cplane to the surface.
The X and Y axes are parallel to the U and V of the surface as you set
them in the previous step.
You may want to save the new construction plane with the
NamedCPlane command (Viewport title right-click menu: Set Cplane >
Named Cplanes) to make it easy to retrieve later step.
137
Notes:
To mapping the logo curves to the new Cplane:
The command we will use to move the logo to the flat disk shaped surface uses the position of the object
relative to a construction plane.
1
Select the curves in the Top viewport. Make sure the Top viewport is
active, then start the RemapCPlane command (Transform menu:
Orient > Remap To CPlane).
Remap To CPlane
138
Notes:
4
139
Notes:
Exercise 26Flow the logo onto a freeform surface with history
To make the base surface:
In this part of the exercise, we will use the copy of the logo that is on
the Logo layer and position it on the cutout surface. This surface is
not flat so we will use a different transform tool, Flow along
Surface, to move it and bend it along the surface. Flow along
Surface morphs objects from a source surface to a target surface.
1
Start the Layer command and make the Cutout layer the current
layer. Then, turn off all the layers except Cutout and Logo.
140
Notes:
To flow the logo curves onto the cutout surface:
1
Use the Dir command to check the UV directions of the cutout surface.
Use the Dir command to adjust the UV directions of the base surface to
match the direction of the cutout surface.
Turn on the control points on the base surface and move them to make
the surface a little larger in all dimensions.
Since history was on when flowing the curve, any adjustment to the
base surface changes the way the curve fits on the cutout surface.
Adjust the control points further to fine tune the way the curve fits on
the cutout surface.
141
Notes:
To raise the logo lettering and flow it onto the cutout surface:
1
Use the ExtrudeCrv command with the BothSides option to make the
text 3-D. The extrusion distance should be 1 mm.
Use the FlowAlongSrf command to move the solid logo onto the cutout
surface. Use the new base surface.
History isnt needed this time, since all the needed adjustments were
already done on the base surface.
142
Notes:
In the Top viewport, window select the objects that make the
top view (lower left) including the dimensions of the 2-D
drawing.
Repeat the previous steps to group the objects for the front
view (upper left) and the right view (upper right).
Each of the views is a separate group of objects.
143
Notes:
To orient the Top view:
1
144
Notes:
To orient the Front view:
1
Remap to CPlane
145
Notes:
To orient the Right view:
1
Frequently 2-D curves for design control drawings will not be as carefully constructed as you like for making
accurate geometry. Before building 3-D geometry from the 2-D curves, check the curves and correct any errors
that can be found.
146
Notes:
To create the 3-D curves:
The inset part of the bottle will be cut into the surface later. For the moment we just need to build the outer
surfaces. The fillets at the top and bottom indicated in the curves can be left out of the initial surface
building and added in as a separate operation. We'll need to extend or redraw the edge curves to bypass the
fillets and meet at hard corners before making the surfaces.
There are several surfacing tools that could be used to build the initial surfaces: A 2-Rail Sweep or a Surface
from Network of Curves is the obvious choice.
Network surfaces do not pay any attention to the curve structure, only the shape. All curves are refit and the
resulting surface has its own point structure.
Other commands including the Sweep tools, lofting and edge surfaces do pay attention to the curve
structure in at least one direction. In these cases it often pays to use matched curves as cross sections. So
the choice of surfacing tools may well determine the way in which the actual input curves are created.
1
Select the groups you made in the previous step, use the Ungroup
command (Edit menu: Groups > Ungroup) to ungroup them.
Select the curves from each 2d template view that define the outer
surface and Copy them to the 3D Curves layer.
Ungroup
Since the bottle is symmetrical on both sides of the X-axis, you will only
need to copy the curves on one side. They will be mirrored later.
3
Use the OneLayerOn command (Edit menu: Layers > One Layer On) to
set the 3d Curves layer.
One Layer On
147
Notes:
5
The vertical curves now can be extended past the fillet curves so that
they meet the top and bottom curves exactly on the end points of these
curves.
One way is to extend the vertical curves using Extend with Type =
Smooth. Snap to the End or Quad points of the top curve and the base
curve at the bottom.
Extending the curves in this way will add complexity to the curves. If it is
important to keep the curves simple and well matched, it may be better
instead to adjust the points on the existing curves to extend them.
Undo the Extend operation and instead point edit the curves directly.
You can make a duplicate set of curves and edit one of each leaving the
original in place as a template.
Mirror the base, top and side curve visible from the right view to the
other side.
The result should be a set of 8 curves that define the surface.
Most of these curves are essentially
the original curves from the 2D
drawings but rearranged in 3D.
148
Notes:
To make a surface for the bottle with a sweep:
From the drawing these are the only curves we have available to define the shape, so we will use these
curves directly to create the surface.
1
149
Notes:
On your own:
Make the inset surface and the handle. Fillet the edges where indicated in the 2-D
drawing.
Included in the model directory is a finished bottle, Finished Detergent
bottle.3dm, for your review.
150
Notes:
11
Surface Analysis
Knot
151
Notes:
3
Drag the top point of this curve to the top curve with the Near osnap. Place it
approximately two-thirds of the way between the back profile curve and the
side profile curve.
152
Notes:
6
153
Notes:
To match the end surfaces for the bottle:
1
Hide all curves to get a good view of the transitions between surfaces.
Select all of the surfaces and turn on Curvature Analysis display (Analyze
menu: Surface > Curvature Analysis).
Set the style to Gaussian, and click Auto Range. Make sure you have a fine
analysis mesh for a good visual evaluation. Click back and forth between
Auto range and Max range.
Auto Range attempts to find a range of color that will ignore extremes in
curvature, while Max Range will map the maximum curvature to red and the
minimum to blue.
The numbers are for Curvature, which is, 1/radius .
The goal when matching is to maintain as even and gradual a curvature display as possible, while meeting
the continuity requirements.
Notice the edges that have been matched appear to have a smooth color transition.
The surfaces that havent been matched show an obvious break in the colors.
154
Notes:
To analyze and compare different surfacing techniques:
Next we will make another surface for comparison.
1
155
Notes:
1
Match the middle surface to both front and back surfaces for Tangency.
Turn Preserve Opposite End off.
Next, Match the middle surface to both front and back surfaces for
Curvature. Turn Preserve Opposite End on.
Select the new matched surfaces and Add them to the Curvature Analysis
display.
You will notice an obvious difference in the Curvature Analysis display
between the first set of surfaces (1) and the second (2).
In the first set of surfaces (1), there is a sharp peak in the display near the
matched edges.
156
Notes:
12
Sculpting
Designers can build a relatively undefined surface and then use a variety of transform and analysis tools to sculpt
a surface in 3-D space in an intuitive and direct manner.
Curves can be placed approximately. The curves should be edited copies of a single original if possible. This
ensures that they will be compatible when lofted, and create the simplest, most easily edited surface.
In the following exercise four curves have been created for you to use.
157
Notes:
Exercise 29Dashboard
1
158
Notes:
6
Select the points nearest the top edge of the steering wheel.
Start the Weight command (Edit menu: Control Points > Edit Weight).
In the Set Control Point Weight dialog, move the slider to the right.
Changing the weight of some of the points gives you more or less local
control over the surface nearest the points.
159
Notes:
10 If the surface starts to look chunky, use the
Remesh option from the Viewport menu.
To activate the Viewport menu, right-click the
viewport title. The RefreshShade command
replaces the render meshes on the selected
objects.
160
Notes:
To make the offset surface:
When you are satisfied with the overall shape of the surface, you can add details to make a more finished
object.
The surface can be offset and trimmed as in the first illustration.
Best results are obtained when the surface has at least degree 3 in both directions. This can be checked with
Object Properties.
1
161
Notes:
7
162
Notes:
13
Blocks
Blocks
A block defines a single object that combines one or more objects.
163
Notes:
In the Block Definition Properties dialog Name field, type Test 1, press OK.
Use the Insert command (File menu: Insert) to insert the new block.
In the dropdown list at the top of the Insert dialog, select Test 1.
Make sure to Insert as Block Instance and not as a group or individual
objects. Accept the defaults for Scale and Rotation.
10 Make one or two more copies of this instance using the Copy command.
164
Notes:
To redefine a block:
1
Fillet the edges of the box, move the sphere slightly, and add a circle.
Set the base point as you did in the previous part of this exercise.
Notice the other instances of the block placed and copied earlier are now
updated and look like the redefined block. Instead of a box and a
sphere, the blocks have a filleted box, a moved sphere and a circle.
165
Notes:
Making blocks
In the following exercise we will create a block definition in our current model, make a new file that can be part
of a block library, and insert the blocks into another model.
Exercise 31Blocks
To create a block definition:
1
Use the Block command to make each of the screws into a block.
For the Block Base Point, snap to the point at the center of the base of
the head.
Name: FILH-M6-1.0-25
Description: Fillister head cap screw, Diameter=6mm, Thread
height=1.0, Length=25mm
Change to the RH Cap Screw layer. Repeat these steps for the Round
Head Cap Screw.
Name: RH-M6-1.0-25
Description: Round head cap screw, Diameter=6mm, Thread
height=1.0, Length=25mm
166
Notes:
Block Manager
Block Manager manages the block definitions in the model. In this part of the exercise we will make the blocks
into separate files that can become the start of a block library.
Block Manager
Start the BlockManager command (Edit menu: Blocks > Block Manager).
In the Block Manager dialog, select the FILH-6M-1.0-25 block definition, press Export.
Select the RH Cap screw. Repeat steps 2-4 for the Round Head Cap Screw.
Insert
The Insert command has options for insertion point, scale, and rotation. In addition, you can choose to embed,
link, or link and embed the block in the existing model. The block can be inserted as a block instance, a group, or
individual objects.
Insert
In the next exercise we will insert the cap screws we saved in the previous exercise.
167
Notes:
Embed
Choose Link and embed for the External file and Insert
as Block Instance.
168
Notes:
To change the block:
1
Select the Block Definition for the cap screw that you
inserted.
Note:
Even on a small file like this, the size difference can be significant. If
this file would have had the cap screws imported and then copied
around, it would be 35-40 percent larger than it is with block
instances. The use of blocks can help to reduce problems caused by
large file sizes.
169
Notes:
170
Notes:
14
Troubleshooting
Some Rhino operations can make bad objects under certain circumstances. Bad objects may cause failure of
commands, shade and render badly, and export incorrectly.
It is good practice to use the Check (Analyze menu: Diagnostics > Check) or SelBadObjects (Analyze menu:
Diagnostics > Select Bad Objects) commands frequently during modeling. If errors can be caught right away the
objects can often be fixed more easily than if the bad part is used to make other objects.
If the goal is to create a rendering or a polygon mesh object, some errors can safely be ignored so long as they
do not get in the way of building the model itself in later stages.
For objects which must be exported as NURBS to other applications such as engineering or manufacturing, it is
best to eliminate all errors if possible.
The troubleshooting tools are used mostly for repairing files imported from other programs.
General strategy
The troubleshooting steps will be the same, whether or not the file was created in Rhino or another application.
Over time, you will discover patterns of problems and develop procedures to fix them.
Although the techniques used vary greatly depending on the individual file, we will focus on a general strategy
for repairing problem files
171
Notes:
Select Duplicates
Use the SelSrf command (Edit menu: Select Objects > Surfaces) to select all the surfaces or the SelPolysrf
command (Edit menu: Select Objects > Polysurfaces) to select all the polysurfaces, Invert (Edit menu:
Select Objects > Invert) the selection, and move the selected items to another layer and turn it off. This will
leave only surfaces or polysurfaces on the screen.
4
Then you can fix the bad surfaces and then use the Join command to reattach them to the good part of the
polysurface.
5
Look at the Absolute tolerance setting in the Document Properties dialog on the Units page.
Is it reasonable? Free-form surface modeling requires an intelligent compromise in modeling tolerance.
Surface edges are fitted to neighboring surface edges within the specified modeling tolerance. The tighter
the tolerance, the more complex these surfaces become and system performance suffers. There is no point
in calculating high density surface edge fitting to tolerance values that are not supported by your downstream manufacturing processes or by the precision of the input data.
172
Notes:
7
Show Edges
Note: You cannot improve the tolerance fitting between surfaces without substantial remodeling.
9
173
Notes:
10 Repair the bad surfaces
Its best to repair one bad surface at a time, and Join them into the polysurface as you go. In order of least
destructive method to most radical, the problems that caused them to fail Check can be repaired by the
following:
Rebuild edges
Replace surfaces - harvest edges from surrounding surfaces, cut sections through bad surfaces and build
replacement surfaces from the collected curves.
Merge Edge
Check
Now that the model has been cleaned up and repaired, you can export it as IGES, Parasolid, or STEP for
import into your application.
Exercise 33Troubleshooting
To try these procedures:
1
174
Notes:
15
Although Rhino is a NURBS modeler, some tools are included to create and edit polygon mesh objects.
There is no best method that works for every situation. Downstream requirements are the most important
considerations when determining which technique to use for meshing. If the mesh is going to be used for
rendering, you will use different mesh settings than you would use for a mesh that will be used for
manufacturing (machining or prototyping).
When meshing for rendering, appearance and speed are the most important considerations. You should strive to
achieve a mesh with as few polygons as possible to get the look you require. The polygon count will affect
performance, but too few polygons might not give you the quality you are after in the final rendering. Generally if
it looks good, then you have the right setting.
Meshing for manufacturing is an entirely different situation. You should try to achieve the smallest deviation of
the mesh from the NURBS surface. The mesh is an approximation of the NURBS surface and deviation from the
NURBS surface may be visible in the final manufactured part.
Notes:
Exercise 34Meshing
1
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Notes:
6
Note:
Save Small
The meshes created by render and shading modes on NURBS surfaces and polysurfaces are invisible in
wireframe display, not editable, and cannot be separated from the NURBS object. Render meshes are
managed for the current model in the Document Properties dialog, on the Mesh page. In addition, you
can change per object Render Mesh Settings on the Object Properties dialog.
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Notes:
Minimum edge length
Bigger values result in faster meshing, less accurate meshes and lower polygon count. Controls the
minimum length of the sides of quads and triangles of the mesh.
Maximum edge length
Smaller values result in slower meshing and higher polygon count with more equally sized polygons. When
Refine is selected, polygons are refined until all polygon edges are shorter than this value. This is also
approximately the maximum edge length of the quads in the initial mesh grid.
Maximum distance, edge to surface
Smaller values result in slower meshing, more accurate meshes, and higher polygon count. When Refine is
selected, polygons are refined until the distance from a polygon edge midpoint to the NURBS surface is
smaller than this value. This is also approximately the maximum distance from polygon edge midpoints to
the NURBS surface in the initial mesh grid.
Minimum initial grid quads
Bigger values result in slower meshing, more accurate meshes and higher polygon count with more evenly
distributed polygons. This is the minimum number of quads in the mesh before any of the other
refinements are applied. If you set a number for this and set all other values to 0, this will be the mesh
returned.
To create a mesh using detailed controls:
1
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Notes:
4
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Notes:
7
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Part Four:
Rendering
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Notes:
16
With Rhino, creating design renderings of Rhino models is easy. Simply add materials, lights, and render.
There are several controls in the basic Rhino renderer that allow you to create some interesting special effects.
In the following exercise we will render with and without isocurves, adjust colors, transparency, and ambient
light to create images with special effects.
From the Render menu, click Current Renderer, then click Rhino Render.
In the Document Properties dialog, on the Rhino Render page, check Use
lights on layers that are off.
Select the bottle and use the Properties command, on the Material page, to
assign it a Basic color. Set the Gloss Color to White and the Gloss Finish
to 90.
Select the cap and use the Properties command, on the Material page, to
assign it a Basic color. Set the Gloss Color to White and the Gloss Finish
to 90.
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Notes:
To render with isocurves displayed:
1
Use the Properties command, on the Object page, to change the Display
color to black, then Render the Perspective viewport.
The objects are rendered with black isocurves.
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Notes:
To render a transparent material with isocurves displayed:
1
Use the Properties command, on the Object page, to change the Display
color to white, then Render the Perspective viewport.
The objects are rendered with white isocurves and the material is
transparent.
Use the Properties command, on the Material page, to change the Basic
color to white.
Turn on the Lights layer and adjust the properties of the lights for more
subtle changes.
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Notes:
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Notes:
17
Exercise 36Rendering
Open the model Mug.3dm.
To set Flamingo as the current renderer:
From the Render menu, click Current Renderer, and then click Flamingo Raytrace 2.0.
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Notes:
To set up the rendering properties:
The rendering properties include environment settings, sun light, plant season, render, and ambient light
settings.
1
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Notes:
4
In the Layers dialog, select the Floss Blister layer, and click in its Material column.
In the Material Editor dialog, under Assign By, click Plug-in to use Flamingo materials.
From the Flamingo Materials dialog, in the Mug library select Blister Plastic, and click OK.
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Notes:
Add lights
So far we have used the default lighting in Flamingo. This invisible light comes from over the viewers left
shoulder. It is enough to illuminate the model and to give you a starting point. The default light is on only if no
other lights are on in the scene and it cannot be modified. In order to control the lighting, we are going to add
our own lights.
To add lights:
1
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Notes:
3
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Notes:
To add a second light:
1
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Notes:
To add a third light:
1
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Notes:
To make a material from scratch and assign it to a layer:
1
2
3
4
5
6
New item
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Notes:
8
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Notes:
10 In the Material Editor
dialog, in the Procedures
tree, highlight Base and
move the Reflective
Finish slider toward the
middle or type in a value of
0.420.
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Notes:
13 Save the material to the Mug library. Name it Green
Ceramic.
14 Click OK to close all of the dialogs, and close the Layers dialog.
15 From the Flamingo menu, click Render.
Reflected Environment
A reflected environment is not visible in the rendered image, but it reflects in shiny objects.
By enabling a reflected environment, you eliminate any problems that might occur with the background image
being visible in the final rendering.
To set up a reflected environment:
1
In the Render
Environments dialog,
right-click Background
Image, click Disable.
In the Render
Environments dialog,
double-click Reflected
Environment. Check
Background image
under Advanced, click
Image, select Jeffs
Sunroom_Big.jpg.
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Notes:
4
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Notes:
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Notes:
To create a new material using an image map and assign it to an object
1
200
Notes:
3
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Notes:
10 From the Edit menu, click Object Properties.
11 In the Properties dialog on the Flamingo page, in the Material mapping and tiling
dropdown, select Cylindrical, then set the number of tiles and the height as shown.
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Notes:
Decals
A decal is the method Flamingo uses to apply an image bitmap to a specific area of an object.
The decal mapping type tells Flamingo how to project the decal onto your object. The four mapping types,
planar, cylindrical, spherical, and UV, are described below.
Planar
The planar mapping type is the most common mapping type. It is appropriate when mapping to flat or
gently curved objects.
Cylindrical
The cylindrical mapping type is useful for placing decals onto objects that curve in one direction, such as
labels on wine bottles.
The cylindrical projection maps the bitmap onto the mapping cylinder with the bitmaps vertical axis along
the cylinders axis, and the horizontal axis around the cylinder, like a wine bottle label.
Spherical
The spherical mapping type is useful for placing images onto objects that curve in two directions. The
spherical projection maps the bitmap onto the mapping sphere with the bitmaps vertical axis (height),
curving from pole to pole, and the horizontal axis curving around the equator.
Initially the mapping spheres equator is assumed to be parallel to the current construction plane, and the
spheres axis is parallel to the construction plane z-axis. Later you can modify its orientation.
UV
UV mapping stretches the image to fit the whole surface. The U- and V-directions of the surface determine
which direction the map is applied. There are no controls.
UV mapping works well for organic shapes, hair, skin, and plant structures.
On trimmed surfaces and polysurfaces, only parts of the image may appear in the rendering. UV mapping
stretches the bitmap over the whole UV range of the surface. If some of that range has been trimmed
away, the corresponding parts of the bitmap will not be visible.
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Notes:
To map a decal with planar projection:
1
Using object snaps, pick locations for the decal Location (1), the Width
(2), and Height (3) direction of the decal.
These three points define the decal planes location and extents. The
decal plane must lie on or behind the surface of the object. The decal
projects up from the decal plane. Portions of the surface that lie behind
the decal plane will not show the decal.
After the decal is placed, you can click the control points on the decal
control wireframe to move, rotate, or stretch the decal.
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Notes:
To add a planar decal with masking:
1
205
Notes:
To map a decal with cylindrical projection
The circle of the mapping cylinder is initially parallel to the current construction plane, and the cylinders axis
is parallel to the construction plane z-axis.
1
206