Rendering and Material Improvements(?) in Rhino

As you may be aware I’m working on the integration of Cycles into Rhino, RhinoCycles (and Cycles for Rhino), available in the current Rhino WIP as the Raytraced view mode. Part of this is creating good shaders that simulate the Rhino Basic materials for Cycles, and I’ve now a workable plug-in for GH to help me create those shaders.

The first I started tackling was… plastic :slight_smile:


(also posted in this thread)

Most useful nodes for a wide array of materials are already now available, I still should add sub-surface scattering, volume scattering, volume absorption, bump map and some textures to control that bump mapping, but as you can see I should be able to iterate through the existing Rhino basic materials to get good results out of them.

As a test I suppose I could have a crack at ECO-clip-POM when I’ve got the necessary nodes added to my plug-in :slight_smile:

And in the future, I see great shaders/materials for Rhino :slight_smile:

/Nathan

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