The Sub-D tools inside of Rhino development is quite interesting, but I believe it will take a while before we will see a full feature set. The Sub-D modeling workflow is quite good for creating smooth organic shapes.
A lot of people were excited about T-Splines, and Clayoo offers a lot of the same functionality as well. However if you look at programs like Modo and Blender that excel in Sub-D modeling it’s easy to realize that it’s going to take a while to get functionality that is even close. The main drawback of Modo and Blender is that they lack the accuracy of a CAD program.
What if there’s a focus on adding accuracy to an existing Sub-D mesh. Both Modo and Blender can export quad based OBJ meshes and if we can import these meshes into rhino and add precision and convert to NURBS, that could be a relatively quick path to real functionality inside of Rhino.
This workflow would allow a user to use the strength of the Modo and Blender modeling tools to “rough in” the shape and get it really close and great looking. Once this step of the process is done the Modo/Blender OBJ is brought into Rhino for final tweaking.
I can think of things like matching a circular looking proflile to a round NURBS object. Snapping part of the mesh to a super smooth Nurbs surface to create a very high quality Mesh, moving certain aspects of the mesh with numerical input to create exact distances, etc.
This is not to say that McNeel shouldn’t move forward with a full set of Sub-D modeling tools inside of Rhino, but I can see this being very useful, less time consuming and adding useful functionality relatively quickly.
The cost of entry for Blender is free and the cost of entry for Modo on subscription is $59/month. I’m sure some people will make the argument that they don’t want to learn a new tool, but let’s face it all the new Sub-D modeling tools introduced inside Rhino will also need to be learned and the Sub-D modeling techniques learned in Modo/Blender will carry over to Rhino tools as they get added.
My 2 cents