![]() OBJ is probably the safest bet, but FBX should work fine too. What is the best file to export from Rhino to import into Blender?Do you have a preference? Doing piecemeal sanity checks has saved me countless headaches. It works for me, as I tend to model in chunks, so as I complete a given aspect of a model I’ll do a quick export/import of that bit as a reality check and keep moving on.Įarly on I made the mistake of attempting to finish the entire model before exporting and if I had some glitch in one of the parts (non manifold or what have you) it made it a PITA to track down what broke. The only downside is it’s pretty much a polygonal environment, so you need to export to STL or OJB (I use the latter). I haven’t had a single crash yet, even with running fluid sims with 8-10 million poly geometry. For an open source project, it’s remarkably robust. Physics wise it has a very usable rigid body engine, fluid dynamics, soft body and a raft of other stuff I haven’t played with at all. ![]() It supports subsurface scattering, ambient occlusion, ray path branching, and pretty much everything else you’d want from an unbiased renderer, except refraction based dispersion, and you can get around that with a fairly simply custom node setup. ![]() The materials editor is node based, and very flexible. It supports multi-GPU rendering and while not quite as fast as say Octane on the same hardware it’s at least 8-10X faster per frame than a CPU render, For what I typically do my CPU only renders would take anywhere from 12-18 minutes a frame and on my GPU’s I’m getting most stuff done in under 3 per frame and that’s with doing multiple passes for a shadow layer, a separate pass for non transparent, and a 3rd pass for all the transparent and refractive stuff, with a compositing process post render per frame. It’s a very capable render engine, fully node based for both the materials and environment aspects, as well as having a full on compositing engine as well.Īs a result I can do full multipass renders, have access to all the render components separately on a per layer basis, and can tweeze the crap out of the render settings to save time. My main reason for using blender is Cycles. There’s a tad bit of setup, I model everything in MM and Bender’s native metric unit is m, so I just parent the export to a empty node and scale the empty down to 0.01 and that handles the scaling issues. Somebody at McKneel is working on a plugin for blender to enable using it’s Cycles render engine in conjunction with Rhino, and my guess is that when complete willmore than likely will greatly ease the export process as well. ![]() You can do things like enter expressions for key values based off other object data, and completely script it via python if you wish. It has support for all kinds of parent child stuff, configurable restraints and constrants, fCurve editors, and a large variety of keyframe assistants for things like ease in - out, cyclics, data driven keyframe drivers, etc. I’m not super familiar with bongo, (just looked at a couple youtube vids, as knowing there was no mac support it wasn’t worth bothering with for now), however blender can more than likely do everything Bongo does and then some. ![]()
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