I’d love to see some side by side examples of situations where Rhino fails and Plasticity shines. (other than fillets, which we are already aware)
On the topic of fillets in Rhino, make sure to watch the v9 wip… lots of really nice stuff happening there to refine and improve filleting. Especially the new surface fillet stuff. Stuff that used to really suck is working nicely now. Still not 100% where we want to be, but any improvement are always welcome.
I would encourage you to watch any of the full tutorial videos on YouTube. Overall I’d say that the direct modeling methods in Plasticity are a bit more malleable. The heavy focus on direct modeling in Plasticity is quite refreshing and this coming from me using Rhino for over 20 years. I appreciate the evolution of adding features like SubD modeling, Shrink Wrap…etc.
Don’t get me wrong I am not saying that one is better than the other, there are just areas where they’re both have their strengths and weakness.
I would never just go to fillets in Rhino because it’s been known for so long as being very challenging to do or use that I almost just leave it alone.
Never said they didn’t but 'let’s not also act like this hasn’t been the bain of Rhino’s existence for over a decade. It’s never been as strong as in other packages, which is fine, because some of the things that it does better than those others is well worth the trade off.
yep agreed, but to my earlier point, try them in v9.. a lot of work done to make them better. As Lagom said, filletsrf is really quite delightful now, where it used to be much much less delightful.
setback fillets also possible now in fillet edge and quite a few underlying improvements. You may be surprised. IMO we have achieved at least “not terrible” for filleting so far in the wip.
So my whole thing was that I didn’t want to focus on just fillets…. seeing the efforts from the Rhino Dev team over these past few years has been some great improvements.
Overall they’re complimentary to each other much like partnering Rhino and Solidworks.
If in the Industrial Design world I’d start in Plasticity, then go to Rhino, then finalize in Solidworks.
If in the VFX industry but still needed to manufacture it bring it back I’d start in Plasticity, take it Blender or zBrush, convert the mesh in Rhino then go to Solidworks.
I mean there’s nothing like Flow Along like in Rhino anywhere else!!!
Though my heart still is given, in the end, to Modo!!! But alas it’s is sun setting kind of unless the $$ can be found to pay Roper to give the code for it to be Open Sourced.
Definitely check out the Pixel Fondue community on Discord. Though there isn’t a Rhino specific channel if really looking to speak with and get some answers around Plasticity that’s a good starting point.
Well, I’d say that FilletSrf has been working perfectly since like almost forever. It is rather that many users don’t seem to understand what true G1 arc fillets are and how to apply them. Also, the @jim script makes filleting with/without trimming a breeze.
In the end, there was and is no panacea, no Swiss Army knife, which is why nearly all internal or external industrial design studios use more than one software, depending on the projects to be done, and clients to interface with.
I mean if we’re really talking about automotive design then Alias is still King!!! Spline control, Surfacing…etc just amazing. But then again if making the Syber Truck then TinkerCAD will do!!!
Here’s Part 1 of a series done by one of the best to ever actually not only implement the surfacing tools in Solidworks but also explain them as well…. Mark Biasotti… If looking to get comfortable in Solidworks he’s one of the best.