Anybody knows how to model a human brain with Rhino?

I’ve been looking for some tips to start this human brain project. If anybody has any resources for this please let me know!!!

arbaje240@gmail.com

Maybe these guys can tell you more on how to model a brain https://www.humanbrainproject.eu

Seriously though, this site has meshes of brain in various formats. The .obj files should load into Rhino.

Can you turn into Nurbs this brain mesh?

It might be possible though not easy.

Start with the help file. Make sure you read the warning on that page!
Additionally, there a few plugins that help doing this; Rhinoreverse and RhinoResurf come to mind. You can try these before buying.

But the big question is WHY? What are you hoping to achieve by doing that?

weird that nobody has gone through this task in rhino/////

This sounds like a fun project : )

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this is awesome!!! Can you perhaps explain the process?

@CarterTG love the file naming :slight_smile:

The model above was started in Windows Rhino where the base reference surface was effortlessly created with T-Splines.

I chose to re-do this in Rhino OSX (Wenatchee 519) to test how far it’s advanced and also as a challenge to be gimped without T-Splines.

Starting with a nurbs Sphere…

Cage Editing used in approximating the shape…

Further Cage Edit gets a mediocre likeness of one hemisphere

Lay in a plane of points BY HAND to achieve a non-uniform organic look…

Flow those points to the reference surface

Point snap enabled, lay down an undulating Interpolated Point Curve. Yes, this is one continuous closed curve. NONE of it crosses over on itself while keeping a certain amount of spacing.

Pipe the closed curve with a radius large enough to occupy any gaps

Mirror and butt the hemispheres together

really appreciate this. Did you do that continuous line by hand clicking each point you wanted individually?

Yes. You’ll need to experiment with how much spacing needs to exist between a neighboring curve in addition to the results of skipping points. Lock all the flowed points on their own layer so that you’ll always be able to go back and try a new set of curves.

It’ll also help to place a PictureFrame reference in the back to serve as a rough spacing guide. The very first image at the start used such a guide. The 2nd model done in Rhino OSX was breezed through without a reference guide and thus the curves/pipes turned out more dense.

Final tip would be to quadruple the amount of points. This provides a denser point cloud for finer control when snapping the curve to.

Any particular reason not to skip the points and draw the curve directly on the surface with InterpCrvOnSrf?