Rhino Nature Plugin - Alpha stage is completed

RN is listening to geometry changes and provides a live updates of distributions.

This could be interesting and to be considered but for sure not for the first release.

RN is really flexible. Soon video trailer will be online it will show key features of RN if you’ll find that something is clearly missing then we’ll discuss it :wink:

AFAIK GH doesn’t provide much bitmap operation components or I’m missing something?

Small tease - here PS or GIMP is more than enough:

Please elaborate on this I would be very interested to see an example of such thing. It would be great to see some nature phenomenons which I could be not aware of packed into GH definition. Considering RN logic it is actually towards this you can save your preset of distribution created to mimic certain parts of the ecosystem and reuse it - eg. trees on hills - the higher those are the smaller probability of their occurrence and limiting size as oxygen level is lower at higher altitudes.

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hi @D-W,

@DavidMans is developing his plugin Aviary wich if fact has a bunch of components for bitmap manipulation Aviary | Food4Rhino. I admit I have not experience with this plugin, though.

Well not alot to say. I have been a 3dmax/Vray/ForestPack user for visualization works. I had make some handy ecosystems combining several shaders, for example XYZ aware shaders, third objects aware shaders, noises, etc…

Using GH+RN, I can imagine making automatic plant distributions based on Rhino objects custom data attributes (green-zone qualifier attributes), automatical model library reading and parsing using gh/python + custom logics (filtering based on names, for example) asigning randomized materials with cycle components to generate subtle variations, bla, bla… and finally feeding an hipothetical RhinoNature component(s) with very personal logics that you as developer don´t need to be bothering to implement in your tool.

Just some rough ideas that came in my mind… maybe they are already implemented in your tool.
In general i think that its a good idea to connect any tool to GH as expand the possibilites to any “imaginative” user…

Thanks for your work and keep on the hard working. RN is very good looking already!

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Hi @aitorleceta,

sorry for late reply but due to global situation i had few pertutbations lately.

Aviary looks cool and interesting however such things are far from typical use cases of RN. I try to implement features that will be beneficial for the majority of users.

RN have option to feed it with typical points (that allows pure manual mode) so in general you can do what you want in GH bake points and pass them to RN and in addition use RN logic on top of if.

Due to material randomization its not possible because of various limitations from the engines side. Although we already tried with @nathanletwory to achieve it and we had some success with Cycles but it would need - especially from external engines devs - a lot tighter fit to Rhino Material Wrapper what is rather far away from their will and plans. As you were Max user you know that materials there are entirely wrapped by its environment in Rhino from long time engine devs were putting everything on top instead of into wrapper so a lot of things it just unaccessible from API level.

Thanks! Doing my best to provide really advanced and solid tool for many of us.

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A near-term work-around to RN-via-GH would be to have specific “commands” exposed to C# or Python access, so that they could be scripted in either RH or GH by those (power) users who are able to manage, and also give me an irrefutable reason to finally take on python scripting, now that data trees are finally integrated. Likewise, being able to integrate scattered veg objects/areas into climate analysis plugin inputs would be an incredible advantage.

I have a small tease for everyone :wink: Hugely inspired by @Nikolay and with his helpful hand, RN now has ready LiveLink for .NET and in WIP for unmanaged code. Below LiveLink in action during interactive rendering.

@dtmurcielago, to be honest, I can’t imagine such “commands”. Although structured transform matrices for further use can be accessed via LiveLinkAPI and you will be able to use them for anything you will like.

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Thx. I’ll try to clarify: Are such matrices in the .NET LiveLink accessible via ghPy / rhPy or C#–or does one need to enter a developer-environment in order to access them?

Not having had a chance to play with the plugin yet, I cannot discern whether this would indeed be applicable, but I’m thinking about design-oriented site-specific (semi-)urban micro-climate modeling. Granted, this could be done purely mathematically, but I was thinking it’d be interesting to be able to explore various planting/scatter strategies based upon a user-defined sun/shade matrix optimization feedback.

You are already able to get those via GH C# script. No need to go to dev-env :wink: Never though it could be used this way but yes this could be valid to explore such stuff :slight_smile:

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Hi @D-W, what is exposed ? transformation matrices? plugin’s public methods?

this place is plenty of “tinkerers”…

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Currently, all created transform matrices per object are exposed and a set of methods related to auto-updating when distribution changes.

I think we should schedule this discussion for a time when RN forum will be available to the public there is already a category for feature requests, although at the current point I can’t imagine exposing parts of core aglos as they would be barely usable as single pieces.

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This is mad! :smiley:

The videos not working

There’s only one video in entire topic. Anyway it’s weird as here it is viewable - I saw yesterday topic with a similar issue that img wasn’t shown I guess this is some discourse issue.

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It’s been a while again so to give small tease whats possible with RN sharing those images which were created in real production pipelines during beta - we are pushing RN to its limits


FlyingArchitecture for OF.Studio UVL hotel, Argentina


Doliwa Workshop for NOVI Architects, House in Droszków, Poland

Both made without leaving Rhino environment :rhinoceros:

Stay tuned! The release is closer than you think :wink:

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I can’t wait - this is amazing!

I don’t believe this @D-W
Amazing!

good job, congrats!!

So how’s it coming along?
It’s surely been some time since your update at the end of july :slight_smile:

Well, to be honest, I planned to release at the current time in Q4 this year… Though unexpected things happened like COVID stuff, my country performed full lockdown once now we have a second “almost full” lockdown, and everybody needs to pay the bills so some priorities have changed along the road…

Anyway, no worries RN is constantly improved. Huge applause here to @Nikolay as we made bridge working seamlessly so VRay users will be able to utilize full RN power on day 0!

Also Octane users are able to utilize full RN power and ready to roll on day 0 - applause to @pkinnane !

Unfortunately @nathanletwory told me that Cycles support is not considered for now - this may change in Rhino 7.

If any other dev is interested to be present on the support list on day 0 please contact me I’ll provide everything you need to get up and running.

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Sweet mamba!
That really looks nice!
A quick question regarding the videos you just uploaded: What GPU do you use?
Oh, and no pressue… but is there an ETA as to when we can roughly expect things to appear for us users? Considering the COVID and all of that of course.

Keep up the great work!
(I’ve missed something like this for Rhino, for far too long!)