Mesh Wire Differences Between Rhino 7 PC & Rhino 5 Mac

Hello,

I just wanted to ask a few quick questions regarding different versions of Rhino and their mesh wires

The screenshot above shows road surfaces with lane markers getting cut into them, and while the original surface was made in 7 for PC (quad remesh) the parts showing triangles at the edges were reimported from 5 into 7

This is not a major concern for the project but if I am using the Mac for some work as well, it would be nice to keep the mesh wires as clean as possible

Is this just a feature that 7 automatically address / omits (triangulated edges)? Is there a way to change the export or rework the mesh in 7 to return to the quad state?

I’m not sure if it would make a difference but it was nice on the original quad mesh (before being mesh split into roads and landscaping) to be able to push and pull the vertices in Max to quickly edit the terrain

Thanks in advance, and best,
Jin

Rhino 5 Mac does not support SubD / Quadmesh
Rhino 7 Mac and PC does as a main new feature upgrade.

SubD and (trimmend) Nurbs-/Polysurfaces are different object types and are meshed with different algorithms - see also the detailed control of the _mesh commend dialog.
https://docs.mcneel.com/rhino/7/help/en-us/index.htm#commands/mesh.htm?Highlight=mesh

Because of this background - my guess - you will not find a satisfying workflow combining Mac-Version 5 (that is missing many functionality compared to V5 PC) and Version 7.

yes - with some limitations - you will not get 100% of your input back:
_quadRemesh
https://docs.mcneel.com/rhino/7/help/en-us/index.htm#commands/quadremesh.htm
image

Please notice that a floating (Cloud Zoo) V7 licence will allow you to use the licence on different machines, mac and pc - but not at the same time.

kind regards - tom

Hi Jin -

When you split a mesh in Rhino 7, you’ll get a CreateNgons=Yes|No option that does not exist in Rhino 5.

From the help file: A mesh Ngon has more than four edges. It consists of more triangles with all interior edges invisible.

In this image, the original mesh and curves are at the top left. At the top center, the mesh is split with CreateNgons=Yes, while at the top right, this option is set to No. As to your question, there is a AddNgonsToMesh command that I used to get the bottom right outcome. As you see, the result is not the same as using CreateNgons=Yes during the split operation.
As Tom mentioned, why not use Rhino 7 on your Mac as well?
-wim

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Hi Tom and Wim,

Thank you for the detailed responses - I’m using a 2011 MBP from school (which is still surprisingly alive and kicking) to squeeze in some more hours of work, and of course, the OS update limitations, planned obsolescence etc. etc. The machine and R5 are handling the larger file sizes admirably however

At this point, if it does not impact the render quality then I will move ahead - noted about the quad remesh and the ngon methods - thanks again for the suggestions! Will refer back with results as they arise

Cheers,
J

If I may ask two follow-up questions

Is there a way to best preserve boundaries for an open mesh when using Quad Remesh? Also, if I were looking to push and pull mesh vertices in Rhino like in 3ds Max, is there a way to do so?

Hi Jin -

It’s recommended to start new threads when asking questions that are not 100% related to the original topic.

The Detect Hard Edges should do that. If you have a case that is not working as you expect, please post a 3dm file in a new thread.

I have no idea about 3ds Max. In Rhino, you can enable the “soft transform” mode by running SoftTransform and setting a radius and shape. When you then select a mesh or SubD vertex (or vertices) and move this, the surrounding vertices within the radius will be affected.
-wim