Even deeper dive into subd-

Here is my next build trying to push subd harder- Focus was on sharp/soft, and detail-

built the same way as the 907
Amazing how fast these come together!
Main model took about 8 hours, then I picked at it for a few days adding details and render set ups.

rendered using decals, and standalone cycles in rhino (hitting the render button as opposed to raytraced mode)


very cool! this gives me an idea…

what about a way to add edge loops to CurvatureGraph? so you can see the inflections in curvature and the bumpy areas?

@dalelear, how would that Curvature Graph look like? Do you base it off a degree-3 nurbs curve based on the loop vertices as control points? of do you have a more mathematically pure way to extract that info?



Hi Kyle, great work! It would be cool to see some wireframe images and some zebra/reflection maps too.

The brep created by ToNurbs is identical to the SubD surface with some technical quibbling near exceptional vertices. So, whatever curvature you see from the brep ToNurbs creates is identical to the curvature of the subd surface.

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Nice, so I think I can get to see live curvature graphs on SubD, but for all the edges at once. I can explore more later to see if I can isolate selected loops only.

But when I edit the SubD (moving points) the SubDEdges extraction component breaks.

Here’s a video showing how it happens, and explaining what I’m trying to see with curvature graph:

GH file with internalized SubD here:
subD_courvature_graph_breaking_internalized_gf_200428.gh (19.9 KB)

That might be so, but it would be immensely helpful to have feedback of curvature during sub-D modeling, don’t you think?

Great work Kyle, Rhino 7 will be a huge step forward :slight_smile:

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Is there any performance difference between raytraced mode and standalone cycles?

Yes, I think this is important and it’s on the list of things to do https://mcneel.myjetbrains.com/youtrack/issue/RH-58162
It will most likely appear in an early Rhino 7 service release.

Perfect! Thanks!

standalone is slightly faster because it does not have the interactive element of raytrace mode, but it is the same render engine underneath.

here ya go! emaps came out nice considering I didn’t sweat the highlights to the same level I usually do… pleasantly surprised.


Hey Kyle,
How about a nice long set of tutorial videos on how you went about this? Maybe put them on Udemy for, like, money. I’d pay for it. Lovely face layout and stuff.

Thanks Steve,
The plan is to get subd working like a Swiss watch 1st then get into the learning materials. Since it’s changing a lot Right now, a video today may be obsolete tomorrow. I’ll do my best to share what I’m learning so you all can come with me. I’d you look a the Porsche thread I did (1st sub d deep dive) I showed a basic step by step how to get the body laid out. That basic formula is the building block for all cars.

Keep watching the forums. I’ll be posting a lot in the coming months.

If I can help with anything specific don’t hesitate to ask!


RH-58162 is fixed in the latest WIP

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