I’m 37 stuck in an 80 year mentality
Did I ever mention how much i hate modern television? ![]()
I mean I’m getting old but I still have lots of hair on my head so I’m not there yet ![]()
I’m 37 stuck in an 80 year mentality
Did I ever mention how much i hate modern television? ![]()
I mean I’m getting old but I still have lots of hair on my head so I’m not there yet ![]()
Hahaha, if that’s and indicator then I started turning old when I was 30, that’s 22 years ago, but I still game and love modern (but mature) design on most things, yet I have a deep love for time less stuff too.
What get’s my gut in a knot is when things are forced for no apparent reason (like the jaguar make over, but I am still open for disruption in the short term if it paves the way for an upcoming change that results in a better future. Sometimes noise is needed for opening eyes, but too much noise can turn heads the other way, so done right is the recipe here, and that takes maturity (or pure luck))
I just downloaded the 30-day trial of Plasticity. Unfortunately, it still can’t edit proper fillets made in Rhino. Plus, moving a flat face is super buggy and I even crashed the program twice while doing that. It’s not as smooth as the marketing videos try to convince the public. Maybe Plasticity works best with NURBS geometry that was entirely made into the program. Imported geometry made in Rhino is nearly impossible to edit. I tried multiple of my 3d models of various car parts, moulds etc.
A huge letdown is the lack of support for my 3d mouse. Their plug-in most likely supports only the most recent 3d mouse models of “3d Conexion”. The old ones suffer from an intentional software planned obsolescence.
So no improvement in those areas ![]()
Anything else like new stuff added?
Crashing from a flat face sounds terrible
This is the first impression i got looking at the new site it would at least make people want to try it but prob falls flat in reality
My teacher wants us to learn blender to complement with solidworks i think i’ll try with that instead
Right now it’s Rhino, solidworks then potentially blender and nomad sculpt
But I’m like “ugh I’m getting to old for this thing called learning” so I really have to be selective here ![]()
It may well be as smooth good enough solid modelling and lower requirements on surface continuity. Especially if you can just texture away imperfections at render time.
It’s not for me (yet, owing to my previous reservations), but if you want to get started as an indie artist, it’s still 1/3 the cost to access a good kernel. If you own Rhino 8 already, it seems largely redundant.
But for the texture-heavy, G1/0 requirements, you could likely just make most of what you need, then patch your way to the rest, I guess.
I can speak only from my experience. Of course, there are lots of people who are happy with Plasticity.
What I discovered is that Plasticity has some issues with adding fillets where they must end at a point (zero radius). Especially if the two adjacent surfaces blend into a 3rd, flat surface (areas such like a crease edge that gradually flattens). However, Rhino handles most of these cases with ease. Sometimes, I have to use the “Set points” tool in Rhino (with all X/Y/Z directions turned on) to snap the control points into the desired location, or delete 1-2 rows of control points that were distorted. These two are commonly known issues in Rhino, but at least its fillet tool does the job.
I’m not a fan of Plasticity being “keyboard-heavy”. It forces me to press the Enter key to finish the commands. This also makes Plasticity an anti-3d mouse program. I very much like the fact that commands can be finished with a right-click in Rhino. The active commands in Plasticity can’t be cancelled by a right-click while the left mouse button is held, too. Something that’s super valuable in Rhino.
Also, the camera navigation in Plasticity is cumbersome, despite that I choose the Rhino preset from the options. There is no pan with the middle mouse button. I’m forced to hold the Shift key and the RMB simultaneously to pan the view.
The rotation center is dependent on where the right mouse button was pressed initially, so often times the object rotates in an unwanted way, because I didn’t placed the mouse pointer in a specific spot in the viewport. Rhino’s approach (one of the several, actually) with an automatic rotation center feels so much better in comparison. Rhino can be configured to use a similar rotate-around-the-pick-point camera navigation, but at least it’s optional and the default one is great.
The mouse scroll speed to zoom in/out is super slow and I can’t find a setting to make it at least 2-3 times faster.
I didn’t tried most tools, because Plasticity failed to do most fillets that I wanted to try on several of my models created in Rhino. Moving a flat face even failed in several occasions. Or, even if it works initially, at some point the selected flat face stops in a certain distance from the original location and the tool “freezes”. As I mentioned earlier, it may be a conflict with the geometry that was made in Rhino, so there is a chance that users who create their models entirely inside Plasticity may not suffer from that particular bug.
Deleting a face is mega extremely badly executed. Neither the Delete or Backspace keys are able to delete the selection. It’s funny that Plasticity returns the following warning when I press these keys: Dissolve. Can’t heal wound".
I’m forced to click on the search icon, type “Delete” and manually click on the search result to delete the face. What’s more, when I tried to delete with the Backspace key numerous times, Plasticity actually deleted the whole object instead. This is an anti-user UI. Makes me appreciate Rhino even more!
The “Patch” tool is cumbersome, too. I can’t run the command and then select the input edges. Instead, I’m forced to hold the Shift key, pre-select all input edges, then run the “Patch” command… The trial version will not let me export the NURBS model to analyze the quality of the patches I created in Plasticity, so this is yet another huge “No” to making me wish to buy the program. In fact, there are so many weird decisions about the UI that I want to uninstall the trial version sooner than the 30-day period and give my money for Rhino 9 instead.
The tessellation of the geometry is very rough, with some large polygons of the rendering mesh here and there. Fillets that end in a point are not rendered properly and lack a wireframe close to the common edge.
The programs says that I can’t improve the viewport tessellation due to the fact that I use the trial version, but this leaves some bad taste and makes the people get the feeling that Plasticity can’t handle the viewport rendering properly.
Hi,
I’m trying plasticity just fooling around in it to see what it can do.
It’s pretty cool and does nice things I haven’t gone through any tutorials or read the help file. Just want to see how it works. I did watch a couple of short vids on filleting with it and the op in the video has to go to the standard pipe trick we all use from old days of rhino to get complex fillets.
From fooling with it sorry to say it isn’t even close to Rhino’s ease of use, robustness and many options, it feels more like a toy, it’s very close to modeling in blender so it’s hotkey memory madness which I don’t like. I got the filleting too complex to complete warning many times.
Interface feels poorly designed with little or no options to use the interface in a different manner. Doesn’t have good view modes like rhino.
Doesn’t have good multi view which I use all the time in rhino.
Curve sketching is kind of ok but lacks real control again it feels like blender with blenders limitations.
Hotkey memory madness with no options to display all tools you have to search for them then use a hotkey.
Doesn’t do all the great things rhino can like unfolding surfs flow along curve etc. doesn’t work with both 2d and 3d data.
Doesn’t have documentation and rendering
Doesn’t have grasshopper or a similar node modeler ability.
There is no comparison to Rhino in my mind, though I like it, it’s not a modeler one would use in production maybe for small parts but then it lacks documentation and rendering so how can it be useful in the field. The only real use I see is to use it as a tool to aid in modeling in blender since it has the nice bridge where you can work in plasticity and have the model update in real time in blender. It might be ok for smaller solid models but I can’t see doing large projects in it.
I actually like modeling in blender better than plasticity but I’m going to give it more time as I’m just delving into it so these views might change.
RM
Yeah I just installed blender reading what you an @Rhino_Bulgaria posted😅 it’s well received in this forum and it’s more developed not sure how the learning is today but I’m guessing as terrible as always
I’ll still try plastic since we all come from different backgrounds but not gonna delve deeper than that
I give it around more 2 or 3 years before one of the big companies adquire this software and end up killing it in another 2 or 3 years
Indeed, many great features for industrial designers added over time, and so far it runs crash-free on macOS and an M4 Max processor. With a STUDIO license, Alias surfaces import via IGES, so one can do the more “mechanical detailing” in Plasticity. Very promising.
My money on Autodesk ![]()
improvements you say. you get fixes of bugs and regressions introduced in that version
pile is piling
I remember that there were numerous new functionality added to the previous Rhino generations during their life span. Not sure if this is the case with Rhino 8, though, because I skipped that version due to lacking meaningful NURBS surfacing improvements that fit my workflow. I’m aware that RefitTrim and FilletSrf were both improved in Rhino 8, plus the addition of FilletSrfToRail and FilletSrfCrv. However, I mostly use BlendSrf, MatchSrf and control point editing via Gumball. I’m 99% a NURBS surfacing guy and 1% SubD/3d mesh guy.
The fact that you haven’t understood the difference of dissolve and delete in plasticity (easily understood by looking at the documentation), a basic feature of a direct modeler like plasticity that sets it apart from something like Rhino tells me your bad faith takedown and that you probably haven’t spent more than ten minutes in the app (that and a few other instances where you confuse “I don’t know how it works” with “it doesn’t work”). If you are unwilling to learn anything new I recommend you to just stick to rhino and don’t write long, uninformed takes of software where you haven’t even bothered looking up basic functions.
The specific way you choose to arrange your sentences and selection of words pretty much expose your true nature.
You confuse “This is counter-intuitive” with “I don’t know how it works”. It’s a bad implementation of the software.
When I write “delete”, I mean “delete”. This is what Plasticity offered to do, clearly showing the word “Delete” in the search field, which I manually clicked to delete the selected face.
Everything I wrote in my earlier posts is 100% true and can be easily confirmed.
Placticity is counter-intuitive and has a steep learning curve, extremely bad integration for 3d mouse and forces the user to stick to using the keyboard (meaning the left hand must leave the 3d mouse thousands of times per day). Something similar to the UI of Blender. The fact that the Delete key does not delete in Plasticity means that its the developer who chose to make the program counter-intuitive. The developer also lies about the usability of the fillets. They failed in most cases when I tried the tool. Extending and moving simple flat faces also fails quite a lot. Even the “Rhino” preset of the UI is incomplete and lacks a proper panning with the MMD, the zoom via the mouse scroll wheel is super slow.
Imagine if you buy a new smartphone and pressing the Volume button (which is typically used to control the… volume) turns off the screen. Then you blame yourself that “you don’t know how it works”. When you press the Volume button, you expect it to control the volume. If you are forced to preliminary hold the Power button and then press the Volume button Up or Down to control the volume, that’s a bad implementation by the developer.
The delete key dissolves because that is the most common delete action in a full direct modeler. Do you know what direct modeling is and what it does? Since rhino added direct modeling features in V8 (without being a full direct modeler) which you do not own you might not be familiar with the paradigm and I recommend you to educate yourself in order to keep up to date with CAD in 2025.
And again, if you don’t like the fillets you will have to take it up with parasolid, that’s the kernel plasticity uses. Their fillets are identical to SOLIDWORKS, SiemensNX, shapr3d and a bunch of others because they all use the same kernel.
@Shrimpinator we poach hunt rhino almost weekly for its flaws why should plasticity be treated any different?
Who said it shouldn’t? Just for the love of God maybe bother to spend 10 minutes learning the basic premise of a software. Or you can go and complain next that Excel is an awful text editor. It’s just the intellectual dishonesty that bothers me.
not sure if you are making fun of me or is this an out of season april fools joke?
do you need a reminder where you are or something?

we save those for here thanks for the idea: Rhino Meme Chat Gallery
I wasn’t talking to you at all so no idea why you are offended now. Complaining that delete doesn’t work the same in a direct modeler like plasticity that has its roots in a kernel used in solid modeling and rhino, mostly a surface based modeler - is like complaining that text input in Excel works differently than in Word. It’s a simple analogy. If you want to critique something you need to put it in the right context and actually have a clue what you are talking about. “It doesn’t work exactly like Rhino and I’m not bothering to understand why” is not critique.