- Tue Jun 21, 2011 12:05 pm
#343943
Hi
I have a few thoughts about material assignment when it comes to Rhino BLOCKS. I know it has been discussed before, but I just wanted to raise the thing again, and I'm not sure what's the most current information.
Am I right in the notion that rhino blocks cannot be assigned a maxwell material, but instead need to have their contained objects to be assigned instead?
If so, the way I see my options now are:
1. I use SuperExplodeBlock to explode all the nested blocks into their respective polysurfaces and such, and then assign materials to those. I can do this either on the top block assembly which will put everything in a big chunk of a group, or I can do a manual explode to drill down a couple of levels first, to give me at least a couple of groups to work with.
2. I manually use BlockEdit to go "inside" the block live, and add my material in there. However, I don't think I can do this recursively, am I right? That means that method won't work so well for me, since these assemblies imported from STEP-files always contain several nested levels of blocks.
Option one is the one I'm using mostly, and it works OK. However, I see that by doing like this - exploding all blocks - I'm missing out of all the advantages of using blocks. In many cases, I might have tank track-like structure with many exact copies of a given geometry, and with blocks;
a. The file size in Rhino stays the same, am I not right?
b. The same goes for rendering with maxwell right? If I could retain the blocks they could translate to maxwell instances and save me some memory and/or rendering time, no?
My wish here, is a command that on a given selected block instance, drills down it's hierchary assigning a specific material to the surface and polysurfaces contained in the bottom of the nested block. Doing all this while retaining the block structure.
How could such a command/script/macro be made? I know some RhinoScript, but perhaps there is an even easier way of doing it?
Please input and correct me if I'm wrong in my notions about how this work.
Best regards
- Björn
I have a few thoughts about material assignment when it comes to Rhino BLOCKS. I know it has been discussed before, but I just wanted to raise the thing again, and I'm not sure what's the most current information.
Am I right in the notion that rhino blocks cannot be assigned a maxwell material, but instead need to have their contained objects to be assigned instead?
If so, the way I see my options now are:
1. I use SuperExplodeBlock to explode all the nested blocks into their respective polysurfaces and such, and then assign materials to those. I can do this either on the top block assembly which will put everything in a big chunk of a group, or I can do a manual explode to drill down a couple of levels first, to give me at least a couple of groups to work with.
2. I manually use BlockEdit to go "inside" the block live, and add my material in there. However, I don't think I can do this recursively, am I right? That means that method won't work so well for me, since these assemblies imported from STEP-files always contain several nested levels of blocks.
Option one is the one I'm using mostly, and it works OK. However, I see that by doing like this - exploding all blocks - I'm missing out of all the advantages of using blocks. In many cases, I might have tank track-like structure with many exact copies of a given geometry, and with blocks;
a. The file size in Rhino stays the same, am I not right?
b. The same goes for rendering with maxwell right? If I could retain the blocks they could translate to maxwell instances and save me some memory and/or rendering time, no?
My wish here, is a command that on a given selected block instance, drills down it's hierchary assigning a specific material to the surface and polysurfaces contained in the bottom of the nested block. Doing all this while retaining the block structure.
How could such a command/script/macro be made? I know some RhinoScript, but perhaps there is an even easier way of doing it?
Please input and correct me if I'm wrong in my notions about how this work.
Best regards
- Björn
industrial design and visualization (http://www.syse.se)