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Speed and Performance Improvements: Comparing Rhino 6 to Rhino 5 Horizontal axis represents time to regenerate the view 100 times. In some conditions, display speed can be up to 300% faster. This results in fewer GPU-specific display glitches and more consistent, beautiful, and frequent frames, even with large models. Rhino’s new display pipeline is faster, more stable, and uses features found on modern graphics hardware, like GPU sensitive shaders and memory optimizations. The latest version has Clarity Controls for reflections and transparency, and even mirrored textures.
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This video tutorial shows how to model and render a simple glass (reflective and transparent surface) and water using Rhino 6 for Windows. This gives you cleaner models and avoids the problems of openings and edges when you finish and get ready to prototype and then, ultimately, manufacture.Video Tutorial: Modeling and rendering a simple glass with Rhino 6 So keep these ideas in mind whenever you build something where you care. So degrees may seem technical and not worth the effort many times, but it's really important to understand them if you want higher quality surfaces and to avoid problems. That's why we care about degrees and how curves play a big role in the degrees on a surface. And we can move the control points or a group of control points. Lot of times it's nicer to do it with the gumballs, so I'm going to turn that on at the lower level there. And this nice little cage is editable, so we can move things around.
![rhinoceros 6 tutorial rhinoceros 6 tutorial](https://i.vimeocdn.com/video/700656015_1280x720.jpg)
Also, since it's Degree 3 and 3, remember the editability of the Degree 3 curve over here? We now get that same advantage on the surface. You'll notice that this is a very simple surface.
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This is actually one of my favorite commands because it gives you the smoothest, quickest, easiest surface from any series of input curves. I'm going to pick all three of these curves and just go to the Surface, Loft command. Remember, the extrusion was a straight line. So if we make a surface from these guys, they will be a Degree 3,3 surface. And finally, let's go to the highest quality level: Degree 3 and 3. As a reminder, you can snap to other stuff in this scene, so always remember that if that's important and you want to make it accurate. That's kind of the definition of an extrusion. And as we move out, we're going along a straight line. Pretty much is the world's most basic command. So we select the curve there, go to Surface, Extrude Curve, Straight. I'm going to go ahead and make an extrusion just to verify this. Another example that's fairly related is we have a Degree 3 curve. Though this surface is a mixture of Degree 2 and 1. And then it was extruded which, since there's no line there, but it's the same result. That was obviously an arc, because it's Degree 2. Since they're all straight, and Degree 1 curves, the surface resulting from it is Degree 1 and 1 in both directions. This one was created with these blue lines on the outside, then was surfaced from plainer curves.
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And as a reminder, you have iso curves that go in two directions. Remember, we've got two values, and the reason is the surface has area. Let's now take this knowledge and apply it to surfaces. So we can move these points around and the curve just flows. Now the beauty of these guys, besides being smoother, is they're editable. I'm going to put the control points on here again just so we can see. And using your new knowledge of math, we have four control points for a Degree 3 curve. When you're doing something much more organic, you will be using Degree 3 curves. Only used occasionally for fillets, or when you need something precise and geometric. So, an arc is defined as something with a constant radius. Now the definition of this is better described as an arc. We're just moving endpoints, 'cause that's all you get in Degree 1. We going to go to, over here on the main Toolbar, Show Control Points, and as you would have guessed, anything we do is pretty limited. So, I'm going to turn on the control points here.
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as we go down the line of degrees, the degree equals that number plus one giving you the number of control points, and a lot of times that's how you can tell what degree it is. This is a classic Degree 1, which is your basic straight line. Let's cover three examples of degrees using curves. However, curves have one value, surfaces, as we'll see in a minute, have two values. The best news about this is it works the same for curves and surfaces.
![rhinoceros 6 tutorial rhinoceros 6 tutorial](https://imag.malavida.com/mvimgbig/download-fs/rhinoceros-8457-2.jpg)
And a higher degree number will be smoother. We use the word "degrees" to measure the smoothness of our geometry. Yes, it's time to talk about degrees! If you've never heard the term, it's not really that complicated. Next up, we cover one of the foundations of modeling in Rhino.