As for texture development I guess Ill try to articulate some of the issues that are deal breakers for me without being a negative nancy. I love me some rhino, for shape making, but for Vis work I currently feel the need to both model and texture in 3ds.
Maybe the biggest, topological flow. If My NURB surface spits out a crazy triangulated mesh with a chaotic, unpredictable , or nonsensical arrangement then I have already hit the biggest burier to a usable UVW mapping workflow. In the absence of a logical mesh flow there is no way to move verts/sets of verts ( for UVW mapping purposes) to rectify mapping problems and warping. If the mesh doesn’t make sense (ie. pretty much quads that are organized according to the flow of the shape) then moving verts around cant really solve any problems. I don’t know if this is something that can even be addressed in a nurbs to mesh conversion. Essentially, when your seriously concerned about texturing the flow of the mesh is all important, and may even be a primary driver in the mesh flow decisions made during modelling. Currently in Rhino zero percent of this is addressed. I’m not faulting you guys for that, if I were an engineer it wouldn’t matter to me, my shapes would be precise and tolerances would be on. However for Vis, its a primary consideration.
Lack of tools (which in the face of mesh flow is really putting the chicken before the egg anyway). Pelt mapping, mesh relaxation ect., realtime coordination between Veiwport and texturing window selection and seams and vert changes. In complex UVW mapping these tools are essential.
For a good indication of what this all adds up to I would recomend watching this small 10 part series on UVW unwrapping in max. Perhaps your already aware of all this stuff. But, if your really looking into improving and expanding the texturing aspect of Rhino then this will give you a good idea of what tools and processes are essential to all that. Again not suggesting you need to replicate this work flow/interface/tool set, but the series (1 hour total) will really give you a very good idea of all that is involved (missing from Rhino) in more complex texturing.
- Have to agree a node based system for shading and texturing would be a giant leap for those who use Vray with Rhino, giant. So many aspects of working with Vray and Rhino are just needlessly frustrating to the point of nearly unusable (especially if you know what the alternatives offer, and have the option).
This may be barking up the wrong tree, and perhaps the Vray guys are the ones to address these issues. drag and drop between map slots and other settings seems like a no-brainier. The need to see the texture of the mapping channel that you are currently trying to map is a necessity when using Vray ( this can currently be achieved through tedious workarounds that sometimes work, and many times bug out). Connection between environment settings and the view-port allowing you to see HDR mapping would be a big leap.
Okay, thanks for the opportunity to contribute my input. Again, not trying to be down on Rhino because what it does it does amazingly well for the most part (still got to get fillets 100% :P), and I really love it. But, these are the missing features which essential don’t really allow me to use it for the most part since for me Vis is the end goal, not mechanical. If these issues didn’t exist I would uninstall 3ds tomorrow and never look back.
okay thanks again, hope that is constructive feedback.