Share your custom viewport modes here

There are two ways to improve the quality of the real-time shadows in Rhino:

  1. Go to the Advanced options of Rhino and set the dynamic shadow resolution to 1. By default, the value is 2, which is way too coarse in motion.


  1. Open Package manager and try to find a suitable denoiser.


@Rhino_Bulgaria what the Denoiser should do, isn’t for rendering only? @nathanletwory ?

^ I guess that the Rhino developers could give the most complete answer. Raytracing engines such like Keyshot use a denoiser for the real-time rendering.


Crackdown 22.rar (510.1 KB)


Shaded 14.rar (488.8 KB)

Rendered mode and most display modes are not with raytracing engines. The only standard display mode we provide with that capability is called… Raytraced.

Denoisers do not work on non-raytraced display modes. In Raytraced mode you’ll see in the HUD a small star. When that is on the denoiser can be applied assuming it is enabled, which it typically is. Rhino comes with the intel denoiser, since it is CPU based.

The denoiser works with the real-time raytracing mode. It must be enabled manually from the Properties panel. It was off by default. However, I see zero difference with and without it. The denoising works with the same speed in either way.

In the case you mean Raytraced then indeed yes. Rendered, no.

It really depends on what you are trying to render in Raytraced or Rhino Render to be able to see that. Also the sample amount should be taken into consideration. It is to get less grainy results, so with grainy input you’ll see better results, typically.

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With “Raytracing mode” I had “Raytraced” in mind.

Hey there! I have taken a really long read to the forum discussion and really enjoyed trying out some of the display modes you have made and the tips provided.

I came looking for something which I have yet not seen around, which I believe should be fairly simple. Is there any way for the display mode to only show the color of the layer for faces oriented towards the X axis? I want to create some drawings like the one below which I did the old-fashioned way with Make2d and hatching.
Thanks a lot in advance for any comment!

5 Likes

This would require a custom light setup that is strong enough to overexpose the lit faces and have an environment light that lights up the shaded faces too. I am not sure Rhino can fully do it, but I’ll take a look.

Take a look at this, you need a directional light with some strength to wash out the colors and Rhino will show the original material color as yellow, green, blue etc IF the material color isn’t pulled a bit away from full color intensity. (So works great on earthy colors)

This is the closest I got.

Ciro_shading.3dm (790.8 KB)

Ciro_Shading.ini (13.9 KB)

8 Likes

impressive, think outside of the box approach

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@Rhino_Bulgaria, as a custom viewport mode expert, what do you suggest for better point cloud display? They seem flat.

I don’t have experience with plain point clouds in Rhino, but I do work with 3d scanned mesh data quite often. I typically use the following display modes that give me a better sense of shape and depth:
Bobi X9
Shaded 5 Ultra
Bobi X14

Here is a quick comparison between several display modes that I prefer to use when dealing with 3d scanned models. “Bobi X8” looks the most detailed in my opinion. “Bobi X5 Ultra” has more realistic shadows, but does not expose the bumps and fillets as good as “Bobi X8”. “Gentle shaded” is like a lower contrast version of “Bobi X8” and sometimes I prefer it over the latter due to the neutral shading.

Shaded (Rhino default)


Bobi1


Bobi X1


Bobi X2


Bobi X5 Ultra


Bobi X8


Bobi X9


Gentle shaded


Arctic (Rhino default)


BOBI Arctic


Clay 1


Rendered 3


Crackdown 17


Crackdown 17X

For those who don’t know the “TestPointCloudStyle” command, here is an intro:

You can choose the point size and also the appearance of the points as square (flat), round (flat), Box (3D) and Sphere (3D) (+ the two latter as unlit).

This can be scripted to fit your preferred settings like:
_TestPointCloudStyle Enabled=On Diameter=0.1 Style=UnlitBox Enter

And you can turn it off with:
_TestPointCloudStyle Enabled=Off

The Sphere version is probably the one that fits the bill best, but they do look a bit flat since the only effect is color, and there is no glossyness or shine value.

This works in any display mode as it is an independent setting, but they do receive light from the scene so here a uncolored pointcloud (extracted from a mesh by just selecting the mesh and typing pointcloud) and given the object color a pale red looks like this in wireframe:

And in rendered mode with the default hdri it looks like this:

With a different hdri and a directional light it looks like this:

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Since these macros are quite useful for the people who work with point cloud data, it would be nice if you post your detailed guide in this topic, as well:

Very nice. The issue is that this is extremely hardware-intensive. I’m working with a 2.7 GB .e57 file, and when I enable it, the computer becomes unresponsive.
When testPointCloudStyle.Enabled = Off, I can work with no lag at all.

The size of the file shouldn’t really be an issue, but how many points is that? And how many pointclouds and how many other objects?

Also what cpu and gpu?

Around 90 millions of points in AMD Ryzen 7 laptop with 32 gigs of ram and a 4060 GPU. It’s not a beast but good enough.

90 M sounds very dense or very big, have you tried to desimate (reduce) it with cloudcompare? We do that when the clouds are unevenly dense and/or too dense.

Of course, it’s decimated to a 6 mm space. The scanner data was over 500 million. As I said, with a point cloud of this size, Rhino handles it very well without any lag. Using Veeus, had better visuals, but also limitations when using Rhino tools.