All Things Eyewear Design

What Helvetosaut said is correct. If you project you get the same measurements

With this high base curves (smaller radius sphere) it’s pretty much your best bet. Other wise u can just build the model in 3D and THEN go to 2d is also typically what happens s when dealing with giggles which are almost always injection molded

Graz

| byvincewang
April 29 |

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Was browsing around and came across this thread! Anyone ever work on goggles / large spherical lens that wrap around more than eyeglass lens do? What’s the workflow like? Does working in ortho and projecting like stated above also work in those scenarios?

Also saw this thread, seemed like using UnrollSrfUV or Squish and mapping was the answer there to avoid any projection distortions

Glad you’re still around! Any idea how you’d go about building the 3D?

Glad to find this space.

Yes this same technique will work with goggles.

IMO @Helvetosaur’s first solution is a very good method. To take it a step further, you could add a cage like so, together with FlowAlongSrf w/ history. This will allow you to adjust your sides and corners to taste, since there’s always some interpretation needed when bringing 2D line art into 3D. The cage also gives you control over your overall dimensions.


I usually work in 3D space after establishing the visible lens shape. Offsetsrf, offsetcrvonsrf, and fin commands will do the bulk of the work from there.

For the outer (convex) surface of the lens, r = 523/base curve #

So for 6 base, 523/6 = 87.167mm

For optical purposes, it’s important that lenses may be translated in space, but they mustn’t be rotated in relation to the direction of the line of sight. In pictures:

If you want a high wrap, decentered lenses are available. You still have to keep the LOS straight ahead!

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Sweet, awesome add! And to reiterate @Helvetosaur used Squish to flatten the doubly curved surface, is that what you used?

Few ways to flatten the doubly curved surface and then go back to 2D:

  1. Squish + Squishback
  2. Squish + FlowAlongSrf
  3. UnrollSrfUV + FlowAlongSrf

They all give a different resulting 3D, I guess any can be used depending on what is closer to the visual goal

1 Like

I started from Helvetosaur’s file. Squish of course has a lot of options itself.

Dear Graz,

After months of browsing all over the internet, finally came across your post which has boosted my confidence. You are truly a blessing.

I am an Eyewear designing enthusiast but has never tried my hands on any of the CAD modelling software. For last few months I am desperately tryin to learn RHINO to take on few projects related to Eyewear Prototyping. I must admit that RHINO has impressed me with its capabilities in terms of product designing.

It is my sincere request to you if you can share some insights regarding the easiest and most appropriate workflow that can be followed in RHINO for Eyewear Modelling. There are ample of tutorials on RHINO on the web but none of them gives any clue on how it can be best used for Eyewear.

Please help.

Hi NPD, the hardest thing about eyewear modeling is it’s mostly spherical curved surfaces. That makes simple adjustments almost impossible. So my one piece of advice would be commit to things as much as possible in 2. Don’t fillet curves in 2d keep them sharp. Then create a 3D version from the 2D, and then commit to the sphere, typically by FlowAlongSrf and fillet everything at the end. (depending on what you’re trying to achieve)

If you’re making traditionally manufactured eyewear then the above should help. You’ll have to calculate the base curve difference from flat to curves and perhaps make a few box edit adjustments.

If your making something in true 3D form like an Oakley type thing then you don’t really need the above, everything should be done Drôme scratch and you just need the eyewear knowledge on how to achieve the best fit and comply with industry materials etc.

Hope that helps.

Graz

2 Likes

Graz,

Thank you very much for your reply. Your FILLET advice is really helpful. Will definitely keep in mind.

I am more into the conventional eyewear modelling in Acetate Material. My typical workflow is to start with

  1. Curve Tracing on the actual sketch or image or 2D AutoCAD drawings
  2. Extrusion of the Front (with specified base by using Boolean Int with a curve of required base)
  3. Altering the extruded front to create a nose bump in the centre and adding a Nose Pad portion (Here I face the maximum challenge of finding an appropriate commands)
  4. Creating required Fillet and Bevel on the frame as per Aesthetics

It would be helpful if there is any reference Video Tutorial for the recommended workflow for conventional eyewear modelling.

Thank you Graz. Looking forward to hearing from you.

Are you just creating the 3D file to visualize the product? Or are you using it for any manufacturing purpose?

On your point #2. I would suggest you extrude the frame without any base curve, just the front view shape with thickness. Then build a base curve surface and then use flowalongsrf to add the curve to the shape. Or create a planar surface of the outline, Then use flowalongsrf and extrude after you’ve add the curve.

For nose bump use cage edit. It’s not perfect because you can’t get the angle only a vertical bump. But it’s passable. In order to get a perfect nose bump you’ll have to trim out that section and rebuild it.

Nose pads are the trickiest. I haven’t found a shortcut yet. I just build them by trimming out a section and then creating new lines using blend curve from the edges and pulling some points out to add the nose pad and then using sweep2 or surface from 2,3 or 4 curves to build it

I don’t have any videos. I still plan to make one some day

Graz

| npd2103
November 29 |

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Graz,

Thank you very much for your reply. Your FILLET advice is really helpful. Will definitely keep in mind.

I am more into the conventional eyewear modelling in Acetate Material. My typical workflow is to start with

  1. Curve Tracing on the actual sketch or image or 2D AutoCAD drawings
  2. Extrusion of the Front (with specified base by using Boolean Int with a curve of required base)
  3. Altering the extruded front to create a nose bump in the centre and adding a Nose Pad portion (Here I face the maximum challenge of finding an appropriate commands)
  4. Creating required Fillet and Bevel on the frame as per Aesthetics

It would be helpful if there is any reference Video Tutorial for the recommended workflow for conventional eyewear modelling.

Thank you Graz. Looking forward to hearing from you.

1 Like

Hi Graz,

finally I have seem to have found someone else in the industry! I thought I was the only one.

The one thing about proper eyewear modelling is that you can only get it 100% right if you know the manufacturing processes, components and general fitting rules really well.

Designing metal frames requires a completely different technique from acetate or injection.

Aside from Injection, where you basically can expect to achieve just about exactly what you have modelled, it sure isn’t the case for acetate or metal.

The best best is approaching the 3D modelling by ‘simulating’ the actual manufacturing steps of the frame. My advice to someone who would like to learn modelling eyeglasses would be to do a lot of research on eyewear manufacturing first!

1 Like

That is amazing advice! Exactly the right way to think of it. Build it like the factory. And when rhino 8 comes out you can use shrinkwrap feature for the barre tumbling!

| Nicolò nicolocostan99
November 29 |

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Hi Graz,

finally I have seem to have found someone else in the industry! I thought I was the only one.

The one thing about proper eyewear modelling is that you can only get it 100% right if you know the manufacturing processes, components and general fitting rules really well.

Designing metal frames requires a completely different technique from acetate or injection.

Aside from Injection, where you basically can expect to achieve just about exactly what you have modelled, it sure isn’t the case for acetate or metal.

The best best is approaching the 3D modelling by ‘simulating’ the actual manufacturing steps of the frame. My advice to someone who would like to learn modelling eyeglasses would be to do a lot of research on eyewear manufacturing first!

Certainly interesting, might have to play around with the command more to get proper results. I used to simulate tumbling via QuadRemesh but that was a proper Headache.

1 Like

It is really funny to find so much valuable information in one place, after a long deep dive into Eyewear design. And it never came to my mind to just search for eyewear just in this Forum lol
I also came to the squish - squishback solution for highly curved eyewear as I guess there is no real mathematical solution.

I am still optimising my grashopper script that is creating this kind of eyewear from 3 curves

To add to the community I contribute 2d grasshopper helper file:
It is a bit messy but the maybe it i s nice Idea to speed up trials.
2d_design_helper2.gh (1.2 MB)

btw.:
I am still struggling with nice and smooth 3d Plastic Nosepads with an undercut. Is there a good standard way to do it?

2 Likes

Hey @Matthias_Linke the nosepads strill escape me, i build them manually but duping an edge curve and then rebuilding it and pulling it out so the jojns are still tangent. and i split the edge to build out the surfaces from those curves. i am working on a gh scriot to build them. any other tips frmo anyone else please add!

2 Likes

that is the same way I am trieing to do it :slight_smile:

It is the other way around. You design what you want and cut it out of the round blank

Hello eyewear and sunglass people, Phil Frank here, sharing a file with some great reference data I’ve put together over the years. A couple of new head forms from (NIOSH Anthropometric Data and ISO Digital Headforms | NIOSH | CDC), a scan/build platform I created, a range of lens blanks and two refernece sunglass frames from 20 years ago. Enjoy. PFD
PFD-EYEWEAR-DEVELOPMENT-2024.zip (13.7 MB)






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Great post Phil!

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It’s great to come across a discussion on eyewear!

Currently, I’m immersed in Fusion 360, as it’s the program recommended by a friend for technical solutions. However, after three years, I’m starting to feel its limitations, particularly in refining 3D shapes. I’m eager to transition to Rhino.

I anticipate that getting the hang of Rhino will be relatively straightforward once I dive in, but I believe a good introductory course would be beneficial for me, especially in the context of the eyewear industry.

Any recommendations from the people here? Thanks, for any insights or suggestions you can provide!

1 Like