A tire for rainy roads

It was better I used fillet in the sketching stage for creating the pattern, but now doing fillet is difficult or maybe I don’t know how to do expertly.

i am not an expert in tires, but when i research for short i see that the current tire profiles have a distinct unidirectional flow-off pattern which allows the water to drain out of the profile fast. your profile is bidirectional, which might cause rather a gain of pressure and lead to severe skidding.

i could imagine them working for snow though, but again i am not an expert, might all be unrelated babbles in the eye of one.

regarding fillets, if its for display purpose only you have edge softening in rhino which would do exactly that.

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Thank you so much, for your viewpoints :slight_smile:

Your technical criticism is considerable as I designed the pattern based on my imagination and a little general experience. Maybe I mistook, and as you studied, the pattern is not according to the relevant engineering and scientific rules.

I imagined; the three longitudinal grooves collect water in the center and direct that toward the narrower side grooves and thus water is drained out from two edges of the tire while every part has multiple grooves and approximately drains out water straightly.

On the other hand, as the latitudinal grooves are narrow, the tire has a smooth touch with the road (aside from water presence).

Of course, I knew this tire was not appropriate for snowy and icy routes because of its smoothness.

However, it was just my notion, and as you pointed out, maybe it is not according to tire manufacturing engineering.

that they collect in the middle and splash out during rotation is maybe not a bad notion, though the ping ponging inwards and outwards may not help getting rid of it fast enough specifically inwards towards the longitudinal grooves it may cause some jaming. i try to imagine the tire hitting the water and splashing it out again, the moment where the tire hits the water is most crucial any kind of jaming may cause skidding which could happen in the middle since you are tying to restrict water into a further groove before it gets splashed out

some simulation would be interesting

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Another approach for getting geometry on a tire without modelling is using bumpmaps and displacements:

But Rhino is quite buggy with this, so be aware.

Here’s the steps:

  • I modelled a quick tire
  • assigned a cylindrical mapping with out caps
  • assigned a material with a thread bumpmap
  • turned on displacement for the object and chose the same material for displacement
  • turned off bumpmap in that material with out removing the texture
  • turned on custom meshing for the object so it’s easier to predict the displacement subdivisions.

Yes, many steps, I know, but still much faster than modelling the treads.

IF you are going to model the threads then model a segment, like10 degrees of a full circle and then polar array that part 36 times to get a full 360 degree covering.

Here is the 3D file and the texture used:
TIRE.3dm (4.0 MB)


Hi, senior Jakob

I couldn’t watch the video due to having problem with YouTube but may some screenshot is helpful :slight_smile:

Just nicked it off Youtube :slight_smile:

Edit The video is based on F1 tires, but same thing goes for ordinary tires.

Sir, I used your last method but with a little difference.

Using cylindrical surface makes the tire flat with sharp edges while my purpose was to have a curvature shape latitudinally and also smooth edges like an engineering one.

I instead using cylindrical surface, created the whole raw tire with
two solid layers. Then I cut and partitioned the outer layer to 20 (solid) and deleted the extra parts. After these steps, I specified the center of that part and created the sketch for cutting the part and after extruding the sketch cut the part and then used polar array and did Boolean and thus joined all the parts and in the last step, I used Boolean and linked the two layers and created an integrated tire.

Aside from self-showing, nobody learned me these things and I myself finds the solutions after thinking and examining different methods.

Of course, the mentioned method should be done accurately and matching the sketch with that sample part. This method is appropriate for regular patterns but now I am thinking how to use that for this type of patterns.

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At present the speed of internet is very low in my area as I even cannot see some pictures. It will get better at midnight and I have to wait for that time to see whether I can watch the video

Thank you so much

One way is laying the geometry out on a flat, rectangular surface and then use FlowAlongSurface:

TIRE FlowAlongSurface.3dm (7.2 MB)


hah, i just wanted to write that up either, though i wanted to suggest to use the vectorize plugin and then roll it up with flowalongsurface.

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I used that initially, but it didn’t return any good results, so I freehanded it instead, just to show the concept :slight_smile:

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This method is the main solation for such purposes but it doesn’t work perfectly in this case, except on the flat seats. If you examine it on a curvature surface the pattern is deformed and the pieces of the shape are dragged from the middle of the tire toward edges.

This causes the central pieces get away from each other and the margin pieces go close to each other and the accuracy of the pattern are damaged totally.

Try unrolling the 3D base shape first. Then place geometry on that and flowalongsurface back.


Thank you, sir

I will follow your instruction in the next hours and report the result. First I have to make a new pattern and prepare it for the work.

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Yes , unrolling worked but I had a mistake in the sketching step and there is a failure in the joint.

Also in this method the pieces on the edges have protrusion on the smooth body and I had to flatten them with boolean.

I need practice more to gain more skill

Thank you so much, senior. unrolling was a good solution

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you can also save yourself a lot of time filleting by using the edgesoftening display modifier if the goal is just a rendering.

(you can also 3d print display modifiers like edge softening or displacement by extractrendermesh and printing that mesh. )


I wasn’t familiar with these commands. Let me start a similar work and use them to understand their results practically.

Thank you so much senior Kyle for this guidance :slight_smile: