Join Dave Schultze for an in-depth discussion in this video Saving time with Rhino's render-time effects, part of Rhino and V-Ray: Rendering.
While V-ray is the focus of the entire course, Rhino still has some very nice features we can use. The advantage of what I call a render time effect is greater speed and it doesn't require you to make permanent changes to the geometry. Let's take a look at three of these. They're all located on the Rhino render tools toolbar and they're located kind of here in the middle. Let's just take it in order. We'll start off with apply edge softening, and I'm going to zoom in on this bird house here. We'll just kind of inspect it.
Get a good idea of the before situation. So notice there's no filets anywhere. It's just sharp edges on all the geometry. So to filet that it would take quite a while. You'd have to do a little pre-planning and make sure the filet would wrap around every single corner and maybe experiment a bit. But, if you just want to do a quick render and have it look like you took all that time, then we can use this edge softening tool. So, I click on the tool button, select the object, right-click to accept.
It then has a few options here. I'm going to go ahead and type in a number. It's a little bit larger radius, .5. And these are units in the file, so in millimeters. Is what I'm using. So this will be a .5 millimeter, and then just hit enter, or right click when ready. So now, I'm going to zoom in so you can see that it actually rounded off the corners everywhere it possibly could, including the skylights. Now this will reveal joints everywhere in the model. It's pretty cool. Now if we changed our mind we can just select the object, and under properties, we have a new section here. It's called Edge Softening. So I select that, there is the value I typed in .5 we can try a larger or smaller number. Be aware that if a number's to big to go around a corner it will just not work, but we'll show it in other places. Maybe double it to 1 millimeter, so you can tell it got a little bit larger, but it didn't fit around some of the other sides there, other edges.
Took it back to .5. So if we want to render right now, somebody would think we're much farther along. So it's a great feature to look like you're much farther along and you're rendering doesn't look like you have sharp edges and don't know what you're doing. So, that's really the goal here, just to make it look a little more finished. Next, let's go to curve piping. It's right here, next to the first one we already tried. Apply the curve piping. I'm going to select these lines here. Lets just call them Cable Stays. So, we're going to pick 'em one at a time. They could be part of a group, that'll work just as well.
But I'd like to pick them all because then if I change my mind they will all update. So right click to accept. We're going to try the same .5 radius, everything else will just be the defaults, so right click. And now, imagine if you had like a 1000 lines and wanted them all render. As if they've been piped. So it's a great way to save time again. But even better, we can make changes. Now, they're all part of that same group. Go back to piping, and we can just make that bigger. So there's our fatter cables. Almost not cables anymore. We can also change the number of segments, different caps on the end.
These are rounded in domes, you can see that. You can just say none. They're kind of squared off. And, you have an accuracy setting, so depending on how it looks, you can just tweak to your taste. Okay, the final one is called the Shut Lining, the better name would be Seams or Joints, even Panel Joints, but Rhino is calling it Shut Lining. So it's located right here. Before I do it though, I've got to warn you that the curve has to be touching the surface. So in this example I want to have this curve shape onto the face of the birdhouse and then I could get that little reveal or joint around it.
So we're going to back off into the three views. And you may not be aware of this command. I'm going to select the curve in the perspective view where I grab it, and them we're going to zoom in on the front view. We're going to do what's called a Project. And it needs to be in the proper view port where the construction plane is the direction of projection. So here we see grid at your construction plane and that's the direction you want it to zoom in or out or project to. So we find this command under curve, from objects.
Project. Now the curve is already selected, so it's asking me here at the top of the command line which surfaces? So I'm going to select the bird house. Right click to enter. If you look back the perspective view port, you can see it goes straight through, which is good. But we don't need all those extras. So I'm going to control click on the very first one. To deselect it and all the other guys are still highlighted to I just hit delete and they're gone, nice. So now we have a curb on a surface and it'll work in pretty much any complicated surface you can throw at it.
Okay so now we're ready for the shot lining, start the command of here, pick the object. Right click and then it curves to have just that one right click. Now there are some other options here I am going to hit accept and default. We will take a little bit of time. Now this is probably pretty small and it is not showing up very well at all so lets select that curve. Actually we have to select the object it knows which curve go to the properties Shed Lining and then select the specific curve if you're referencing now you could actually project multiple curves on here and that's why you want to name them just have it list where you can apply changes to one but not others.
Okay, so if we come down here, we can see some of the really nice settings. That was a really tiny radius, that's why we couldn't see it. Let's bump that up to, maybe .5 like all the other stuff. So it'll update here. Now it's looking a little bit jaggy as I zoom in there. It's not anywhere close to what I want. So let's make a little adjustment here. Select that curve again. So this is the command that'll save the day. Even though we projected it and it should have touched the surface, it did actually touch the nerve surface. But what we're looking now is mesh approximation in the view port.
It's a little bit technical, but just click on this pull curve to object, and that should sharpen it up. I'm also going to make it not quite as rounded. I had noticed that fillets and rounded corners are not quite as sharp as if you just went to, a like little chamfer groove joint on there. So I'm going to pick that one. Now you get to see the beauty of that. So by doing pulling and going with a sharp edge, we get exactly the effect we want. So I can turn that on, turn it off, change the values, play around with it.
It's pretty nice. One thing to watch out though, if you can move this object anywhere else in the scene make sure you move the curve with it, otherwise the effect will be completely lost. So those two, minimum, a curve and the object Shut Lining is applying need to be moved around the scene to where-ever to have the effect continue. And zoom over to this over guy where it's already been done, all three processes. So we have the edge softing, we have the piping, we have the shutl ining, just take a quick look here. Always nice to have a rendering when there's a reason to do it. So I've got that setup and we'll go ahead and start the render. V-ray toolbar, hit the r. So while it's rendering I'll just mention that all three of these effects offer a great way to test out different values or simulate work you haven't got around to yet. Since I save the filets until the very end this is a great way to make my work look more finished before it's finished.
Finally, all three of these effects we covered can be easily turned on or off and then changed on the properties side panel.
- Why use V-Ray?
- Installing DR Spawner
- Understanding 3D terminology
- Activating V-Ray
- Adjusting quality settings
- Get quick previews with the material override
- Understanding lighting types
- Exploring materials in the Material Editor
- Creating your own materials
- Texture mapping materials with bitmaps and procedurals
- Saving time with V-Ray presets
- Getting the right size for your render with output settings
- Working with environment lighting
- Strategies for working with cameras and camera settings
- Ensuring accurate color for your scene with color correction
- Rendering tips and tricks