RhinoCycles rendering option in new beta 6.0.17355.10131

Hello, where is RhinoCycles rendering option in new beta 6.0.17355.10131? It has been removed?


Yes, Cycles is only available via the Raytraced viewport mode in Rhino6.

The Raytraced mode is the full Cycles integration, just not in a separate render window.

Ok, but all the advanced settings parameters of RhinoCycles where are now? For my point of view it would be better to handle RhinoCycles as a render module option? The rendering command use RhinoRender or RhinoCycles? I see that I have to setup materials, textures and all about rendering in the normal panels menu, it confuse me, I would like to have extra menu as when install extra render software (Flamingo, Brazil, Maxwell…).


Do you meanTools > Options > Cycles? That still exists. There haven’t really been any separate advanced settings for RhinoCycles. It should Just Work with the regular material, environment and render setting panels. If you really feel brave you can always use the command RhinoCycles_SetAdvancedOptions, but you shouldn’t have to play with that much.

Is there a specific setting you were looking for?

The _Render command will for now use the trusty old Rhino Render (also known as Toucan, really), or any third party engine if that is installed and set as current renderer.


I’m a craftsman not a professional designer, and while I’ve been using Rhino for several years I’ve never really gotten into rendering very much. All the recent work being done to upgrade rendering looks super interesting but I could use a little guidance on how to use it. Can you suggest some resources that would help me start? Thanks!

Hi @abrahamwechter,

I don’t know if we have any good resources on the subject, and considering that the Raytraced mode is pretty new there might not yet be a good document on how to use this in-depth shedding light on all the intricacies. I have asked @BrianJ to jump in here, but until then here are some pointers.

The idea with Raytraced though is that you shouldn’t have to care too much to get already nice results. In short the tools to use are:

  • Materials panel for adding new materials, tweaking existing materials. Many of the material cases can be handled by the Rhino materials Metal, Glass, Gem (specialisation of Glass really), Plastic, Paint and Plaster. All of these are specialisations of the advanced Rhino Custom material.
  • Lights panel for adding and controling lights. Here also two special lights exist, the sun and the skylight (global illumination).
  • Rendering panel for simple control of the render process, including control of the environment(s), quick toggling of sun and skylight

In an empty scene you’ll see that skylight is enabled, and that a custom reflection and skylight environment have been assigned (the default Rhino Studio environment). The background is set to white.

It is useful to read up on photography with respect to composition and lighting. Much of the techniques will transfer to virtual photography that is rendering.

I suggest you play some with the environments, backgrounds and lighting to see how it all behaves. Some simple scene with several blocks, spheres and torii should help you get a feel for how the environments, skylighting and other lighting all interact with each other.

Setting the materials and apply on parts, when I lauch Raytracing I obtain strange artefacts, the GUI interface become very slow in response, these artefacts are the same using CPU and GPU (Nvidia Quadro M1000M) but on another system (Nvidia Quadro K620) the result is the same, here is an example of the result.

@appersoft, can you share the model with me? You can use https://rhino3d.com/upload with nathan@mcneel.com as recipient if you want to keep it confidential, or otherwise attach it to this thread (use the upload icon in the text editor of a message in this thread).

The model looks like it has incorrect meshing, with inconsistent normals.

The model is a simple Grasshopper project, a profile extruded with a funcion, then duplicated and mirrored, anyway I will upload the model, second thing, I see a slow in GUI never seen in previous beta versions and the material tab doesn’t preview materials correclty (a black square appear in every material setup preview). See uploaded image.

The triangle artifacts look like coincident geometry to me. Check that you don’t have duplicate tops coming out of the GH bake.

@Vanessa made this overview of the new v6 material library and templates which we’ll be using on the v6 ‘what’s new’ pages. I think it’s a great place to start. She uses the Rendered display mode for the majority of it and then switches to Raytraced mode in the end. Two things that you would need to also know to get going quickly are to click ‘Reset to Defaults’ at the bottom of the Rendering panel if you open a Rhino 5 file and that ViewCaptureToFile is used to capture the viewport as an image file, e.g. jpg or png.

We’re really close to finalizing how all this works in v6 and I’ll be making more videos with narration to cover other areas like render mesh modifiers (thicken, edge softening, displacement etc) and Texture mapping too. Hopefully Vanessa’s quick vid gets you going in the meantime!

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Thanks, the video is a great starting place. I’ve started experimenting with some simple shapes and look forward to more videos when they are available.

  1. One thing I’m not accustomed to is the length of time Raytraced takes to produce a presentable image.What are the expected times I should allow? I’ve added my system info at the end of this post.
  2. It seems like Arctic has some of the same feel as Raytraced but it works so much faster. Is it possible to create other presets that work as quickly as Arctic?
  3. Also it seems I am getting some hard lines when I apply preset materials to basic shapes. Attached image was created using preset material on a simple torus, no change to default settings.

    system info.txt (1.4 KB)

Thanks Nathan, replying now to @BrianJ

This probably depends on what you consider to be fast enough. The time will also depend on the viewport size and scene complexity. For a ‘simple’ scene I would say that around 100-200 samples (somewhere around 5-10s) is pretty good. But I may be biased here of course, having integrated the system. I use often a GTX 1060 for testing, and a WX 9100 is now my system too. The time to compare against is Rhino Render for same size at final quality. And for that Raytraced is quite a bit faster, and interactive.

What would you say you’d like to see (apart from instant, anybody would want that :wink: !)

Arctic is like the Rendered view mode, except that all materials are just white, so no fancy metals nor glasses and gems. The skylighting effect you get is done with a method called SSAO (screen-space ambient occlusion), which can give a nice result very fast, but it won’t be always that accurate as in Raytraced.

If you check Rendered mode with metals on objects you’ll notice that there aren’t inter-object reflections. The environment/background is reflected, but not any objects created. Compare with Raytraced.

Yes, not all materials will work well on spherical and torus-like objects. Or objects with lots of curvature. The Whitebeam material has the color texture set to be WCS (Box), meaning the texture is mapped using World Coordinate System as a box. This will give visible seams on objects like the torus - this is true for Rendered mode as well as any other mode showing the texture. Drop the object on a box-like object, and it should look much better. You can drill into the material texture to set its mapping to WCS, which is probably already a bit better. For more complex shapes you may want to use mapping channel instead. I think for a sphere or torus I’d use that.

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how I can render with Cycles in high resolution, about 4000x4000 px (more resolution than viewport).


You can use -_ViewCaptureToFile and -_ViewCaptureToClipboard to render at different resolution.

Thanks Nathan!