SubD with 2.5k faces, sub-select a single face with SoftTransform enabled, SubD view mode set to Flat: the viewport performance is destroyed, from 60fps to 2 …
If the SoftTransform radius is big enough, it lags even on smooth mode.
Also, could it be possible to have a toggle to set drag directions to switch from local to uniform?
Local normals of a small detail can be very different each-other, a global drag with a big falloff distance embracing the whole detail will simply destroy it.
If instead the drag direction of the selected arrow is applied everywhere (with falloff) , the detail is preserved.
No, this idea is from another program that I saw.
In the latest WIP the SoftTransform panel has added boundary constraints which prevents control points on the edges of the surface from being moved by soft transform. This can help maintain continuity while adjusting the interior of the surface. Let us know how this works for you!
Great addition! That feature was requested so many years, happy to see it finally here. ![]()
I have two requests here:
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Make it possible to change the boundary constraints during a life preview, so that the user will not be forced to press Undo every time to see the result of the changed settings. Various tools in Rhino already have a life preview that saves plenty of time.
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How do we know which edge is “U Min”, “U Max”, “V Min” and “V Max”? Only by looking at the L-shaped UV line arrow marking near the bottom edge? I can’t see “U” and “V” markings there, even though I remember that these were implemented in Rhino 9 WIP several months ago.

I suggest to take an inspiration from the dot markings of the new “Patch” tool (G0, G1, G2, I) and enable changing the boundary constraints directly from there. More direct control is better for everyone.
If a boundary constraint is applied to a certain edge, it would be natural to see a clear marking there to indicate the condition.
I’m not sure what you mean by this. Do you mean adding the constraints while you’re transforming the control points either by dragging or with the gumball?
That would be a lot nicer UI than what’s in there now. I opened RH-91796 to get this done.
I mean to be able to change the boundary conditions and falloff radius during the preview, which will give you a life preview after the Gumball dragging. So, after you move the selected control points via the Gumball, changing the settings should affect them without the need to go click on Undo and repeat the process again.
At the 5th second of your video you were forced to undo the dragging to be able to change the settings. A life preview should enable seeing these changes without the need to undo between the different settings.
The process should be as follows, in example steps:
- Select the desired control points;
- Set the desired settings from the pop-up panel;
- Drag the selection via the Gumball (the life preview shows the changes in real-time);
- Change some settings (no need to press Undo to see the new result);
- Add or remove control points if the result is not satisfactory (no need to press Undo to see the result);
- Modify the boundary constraints while the control points are still on their new position after the Gumball dragging (no need to press Undo to see the result).
With other words, the above process includes only one initial Gumball dragging, followed by several changes of the settings while the pop-up panel is still opened and the life preview shows all the changes without pressing Undo.
We heard you all that the U and V weights didn’t feel right. I’ve tweaked things so instead the influence is calculated with control point counts. Let us know if this is a step in the right direction!
much better now!
this is great!
Thank you, absolutely a step in the right direction! ![]()
Question: Are these new algorithms generalized/modularized enough to be able to apply them to different tools and functions, like for example the match command for soft influencing?
No, at the moment that would be a two step process where you would first massage your surface close to a Match with soft transform and then refine with MatchSrf.
We have this on the list as
Question: in this example I have a small undercut; by activating the SoftTransform command and then applying Smooth to the control points, my intention was to smooth and refine that area. However, I noticed that the Smooth command does not work in synergy with SoftTransform when it is active. Would it be possible to make these commands work together, or to add the Smooth function while SoftTransform is active?
We changed the boundary constraints to be clickable widgets in the viewport. This should be more convenient than the drop downs in the panel. Let us know what you think!
I very rarely do any point editing, but what you showed in the video looks very intuitive and nice. This is the opinion of someone inexperienced in this particular niche – let’s just say this solution likely won’t overwhelm a beginner. I’m curious to see what the experts think, but I like it!
I opened RH-93950. Let me know if my description is right.
Hi @Joshua_Kennedy, these boundary constraints directly on the surfaces are a great enhancement!
Not only does it reduce space in the panel, but it’s also much more intuitive to identify the edges that need to be set.
I have one suggestion and wonder what others think: would it be reasonable to include drag strength in this panel? I always use it in combination with soft transform, and it’s a bit cumbersome to have to look for it separately each time I need it.
The better option is to include extra “Drag strength” handles in the Gumball next to the regular speed handles. That approach is more intuitive, lets you choose from two speeds direclty with no extra mouse clicks, and will eliminate the need to reach for the “Drag strength” tool or “Drag strength” sliders inside other tools. Saves both mouse clicks and space.
You can search the forum for “Super Gumball” for more details.