Who has done this before? I can think of three possible ways:
Putting a rendered image underneath. Seems easy enough with the right plugins/code?
Positioning the 3D model back underneath the Make2D. Bit weird but easy to do for isometric drawings. But how to control the light source of the Custom Preview component for the right shading effect?
Maybe there is a plugin/piece of code for a more extensive Make2D tool?
Perhaps Rhino 8 Technical view mode will achieve what you are after now? It supports hidden lines and now exports vector.
I’m a little confused why you would go through the trouble of make2D only to them have it shaded again when there display mode adjustments that can achieve this look.
Perhaps you can elaborate or share an example of the desired output both visually and functionally to help guide the discussion.
Outside of that I did create a Make2D custom component in Python as I needed control over when I wanted to bake it and a few other small things but a take away from that is the input is a model view so you could use that same view import to export the shaded/rendered view at that location and then align it with the Make2D result.
I’ll see if I can find that to share if you want to have a look?
What do the technical view mode lines look like? Actually hidden lines or dots?
I’m excited to try that view mode out (I don’t have the time nor hardware to test out WIP myself… at least not right now). It will make some stuff I’ve developed redundant however.
The hidden lines are Dots by default and I’m not sure if you currently can override this or if there are plans to accept other line types, though that would be great!
Just to answer this part (as the linetype part is answered here) - no, vector output of the technical display modes won’t create surfaces nor hatches.
-wim
I did see a display mode option under shading for “parallel lines” and while I didn’t dig into this, I’m assuming this shades “surface areas” with very close lines instead to mimic the effect of solid fill/hatches while printing. Is this the intent?
I’m a little confused why you would go through the trouble of make2D only to them have it shaded again when there display mode adjustments that can achieve this look.
I will admit your question has me reflecting on my choosen method. I make annotated drawings, often for CAM purposes, that is where the need for Make2D comes from. In this case however i’m working on more client oriented drawings, kind of pushing it for my own sake. Think i tried to push it a bit too far haha.
I do have a preference for line drawings over images, but in this case it doesn’t make sense. I managed to recreate my look in a shaded isometric view:
That looks nice, you can add annotations and dimensions in model space or in layout space.
I usually run a gh script that adds Rhino overall dimensions to an “object” like in your view and then feed that view into detail view in the layout page, basically I add everything in model space per the view so that if I change the layout detail view position all the annotations move with it.
I don’t know if this is the best way? but that’s what I do currently
Elefront or Rhino 8 (my preference) have good nodes that will let you add leaders, dimensions, text dots etc.
Furthermore Rhino 8 has great new nodes to control hatches, section cuts, per object display modes, linetypes, etc.
It really opens up a lot of possibilities and I’m confident you could create your above drawing with R8 gh nodes alone.
I’m working on a long term project right now that I started in GH2 and it was pretty awesome but ultimately I decided to keep it in GH1 as it got more legs.
Some of my favorite features are being able to set clean tree on any data output by right clicking on it instead of having the bulky GH1 Clean Tree component.
The multi-threaded boolean solvers were really zippy. The icons are fun!
The scene tab has some really fun stuff like spawning people and traffic and trees and what not.
In general I really like where it’s heading! Native dark mode is a plus!
I probably won’t use it again until wire snapping/aligning is in place.
I’m not a fan of swoopy wires, I like everything very linear and directional. Just my preference.
Check it out though! You can even have GH1 and GH2 open simultaneously and pass data between them in real-time. its pretty awesome!
Cool stuff! I tried it once but ran into some limitations regarding components (and swoopy lines as well). I remember i was searching forever for an explode brep component. I guess its all surfaces now but how to get the individual surfaces?? I think i ran into this problem, but its been a while.
I think i’ll try it again soon and rebuild some scripts. I would def want to do it if makes them run faster. Can you tell me the situation on that front?
Ahh yes I forgot about the Brep removal. Took me a second but you’ll find most of the Brep logic components still exist but it’s named differently and slightly different workflow.
The speed increase comes from the components all or mostly all? Being written as multi-threaded instead of single threaded GH1 and outside of that Im sure David Rutten is even more of a wizard than he was when he created GH1 so I think there’s some better code behind the scenes as well? Maybe?
It’s a chance to learn from GH1 and apply the lessons learned to GH2