Shutline Curve Piping in Rhino V5.0
This is Phil from Simply Rhino and in this short video were going to take a quick look at shut lining and curve piping both of which are new in rhino3d v5.
Lets take a look first at the shut lining command, here I’ve got some planar curves representing a panel cap, a filler cap and a grill area and lets have a look at how we can apply these on to the engine cover.
First of all I’ll run Apply ShutLining, pick the object onto which I want to apply the Shut Lines then configure some options here I’m specifying a radius of two, a round groove profile and selecting the option to pull the curves onto the objects and then I will pick a couple of the curves in question and enter twice and then the command will start. It takes a little while for this command to complete because of the very tight mesh settings I have in this file. But shortly you will see the command completes and if I switch to rendered view you will see the shut lining represented as a rounded grove with my chosen diameter.
What’s nice about this command is that if I move one of the curves then the shut lining will move with the curve. So remember here that I’m not actually having to modify the model at all I’m merely representing the shut lines with curves and the shutline is merely something that displays at render time. If I want to add existing curves to some shut lining I can again run the command, pick the object, Enter to get into the options and add curves, use a bigger radius this time of six. Again use the rounded groove profile and again pull to object and pick these curves here that represent a grill area and the shut line is easily applied.
So by using a nice chunky shut lining here with a large radius we can give the impression of a grill area quite nicely here. So none of this is actually modeled into the geometry here it is all purely a representation at render time. So this make is very easy to show different iterations of an object without having to modify the surfaces or poly surfaces.
Next up lets have a look at the curve piping option here I’m going to turn on some other curves here. I’m going to create some rails here on top of this engine cover and rather than actually modeling these and have the weight of the polysurface bogging down my model again I’m going to do this as something that represents purely at render time. So I’m going to run Apply CurvePiping, select the curves that I want to apply the piping too Enter, specify radius whether I want them faceted or not the number of segments that I want which will effect the smoothness and the type of cap that I want here. Then I can let the command run, and my pipes will be built.
If I pick these up these objects here I will be able to go into properties and curve piping has its own properties here and foe example I can very easily increase the radius of these pipes here, so again I can play with the options as I’m progressing.
In order to see these objects in the rendered view then I need to make sure that I have got the render curves option on.