Test of Dendro plugin : Ring


I am trying to use dendro plugon wich i found very helpful, my only problem is that i canèt bake the shape

any help
i used curve to volume

Hi - please upload the 3dm model that you are having issues with.

I can’t look at your file at the moment. But to output mesh you have to use Volume to mesh component. This component is in Dendro tab

Well, you have to supply Volume Settings as the error ballon tells you.

Read the warnings !

@ryein - Thank you for developing Dendro. The stability and usefulness of the plugin is really amazing!

I want to highlight some interesting news that came out today from NVIDIA, which may also be useful for further developing Dendro:

-> OpenVDB Adds GPU Support with NanoVDB; OpenVDB Version 7.1 Now Available OpenVDB is now supporting GPU acceleration through a new functionality

NanoVDB is a small yet powerful library for accelerating certain OpenVDB applications through the use of GPUs. The open source repository is available now! To download the source code, build the examples, and experience the power that the GPU-accelerated NanoVDB can offer your sparse volume workflows, see


This also includes faster sweeping methods that outperform existing techniques for computing signed distance fields. Also have a look at:


Another aspect that I was thinking for a bit now:

In its current version, Dendro is using OpenVDB in the background, generates meshes from the signed distance field and the extracted meshes are then rendered using the basic Rhino viewport.

I think another more efficient path could be to directly render the distance field (and only export the mesh if you actually need it). Therefore, not the mesh is rendered - but the distance field. I am not sure if the Rhino Viewport (or another plugin) could be used to directly render *.vdb files or if there needs to be a separate window where the signed distance field is rendered. I have not yet figured out how this could be done in Rhino/Grassopper - but I guess the performance might be even faster / smoother and comparable to tools like nTopology or houdini that seem to be using such an approach …

Interesting developments in the VDB world.

Though I agree with you, the biggest upgrade in the Dendro workflow would be on the visualization side. If the marching cubes portions is a bit slow, it’s not so bad if you only need it for final baking. I don’t know if it would be possible to visualize the signed distance file using ghgl?

@manuel.biedermann @Louis_Leblanc

GHGL was my original intent and my first pass on the plugin I had attempted to do everything through it. Right now Dendro is re-generating a new mesh at each “Dendro” component, not just rendering it. The need to re-generate the mesh for every component execution is really intensive, and, I am guessing here, a major slowdown in the pipeline. I had read the GHGL documentation when it came out, looked over some of the examples, and felt I had a workable solution. For whatever reason I just couldn’t get the volume to render and ended up just coding it with the mesh rendering after getting frustrated.

I was planning on getting started on V2 of Dendro over the next couple of months. I was already on planning to update to the newest OpenVDB but I think getting GHGL working would be another great priority. OpenGL is not my area of expertise so I might need some help getting that up and running though. Any suggestions for new features for Dendro would be more than welcome.


Make it dead simple, perhaps using presets or based on analysis of a mesh, to fill an existing mesh without “inflating” it. I tried, and failed, several times in trying to fill some medical meshes (scapula etc).

I’ve heard though that it works better if starting from the pointcloud of a scan (using the correct point density ends up with a good mesh with the correct surface/size) but starting from an existing mesh is less likely to give a mesh with a preserved size.

Looking forward to Dendro v2!

// Rolf

I am not very experienced with GLSL for Rhino nor OpenGL, but I do have experience with GLSL and general ray marching, I wouldn’t mind helping if you hit some hard walls.