Models imported with rhino.io, keep all their clean structure from rhino,and are also ready to use for any high quality 3rd party rendering engine such as Redshift, V-Ray 6, Corona 10 , Octane, Arnold, and more.
Rhino NURBS Objects are automatically translated into native, ready to render CINEMA 4D Polygon objects. They use the internal Rhino so called render meshes, which Rhino uses for rendering and stores in each file ones it got shown with OpenGL in view port or rendered. As normal tags store the original NURBS curvature data, they render perfectly smooth in CINEMA 4D. Rhino7 also supports the new rhino subdivision surfaces to be translated into native C4D subdivision surfaces!
Meshes from Rhino, generated from custom tessellation, native mesh objects, grasshopper, panneling tools or imported from any other 3rdparty application are being transported into native, ready to render CINEMA 4D Polygon objects.
Rhino.io imports and translates also poly lines and even NURBS splines. the NURBS splines get auto tessellated on import, as CINEMA 4D has no real NURBS splines. they can be used for further modelling, or as construction help lines.
Layers & Groups are a very important part of Rhino modelling. Rhino.io imports all Rhino layers & groups, also the nested layer structures. You can choose if you want to import hidden layers or not. also hide and lock status is translated into CINEMA 4D. You can choose if you want to import the layers as native CINEMA 4D layers, and you can also import them as groups into Object manager (both can be very handy and useful).
If you use Rhino Blocks, or if you import an .dwg file via Rhino, rhino.io will also import the blocks correctly, automatically translating them into native CINEMA 4D Instances. this enables new work flow possibilities in combination of Rhino and C4D, the use of blocks becomes a very useful work flow through that feature.
Rhino Materials on Rhino objects, including UV mapping data can be imported into CINEMA 4D, basic attributes like, color, transparency specular etc is translated into an CINEMA 4D material. (new version 1.2+ can also import basic texture attributes/bitmap references)
Rhino Layer colors are also imported. this can be specially very useful if you import the Rhino layers as Groups. The layer color will be a material tag added to the corresponding layer group. this can be a very fast and efficient work flow for visualization
in Rhino you have the possibility to set a custom per object render mesh attribute. rhino.io is able to read this special Object properly and use it for the CINEMA 4D import. int hat way you can easily apply custom tessellation settings to a rhino object without the need to actually tessellate it into a mesh before export. rhino.io will do for you.
Rhino.io is an Import/Export plugin for Rhino scenes usingthe OpenNURBS toolkit. It requires CINEMA 4D R11 orhigher and can read Rhino files up to version 4. The most up to date information can be found on theofficial support website.
After downloading the rhino.io Zip-File, unzip it and copy the folder into the 'plugins' folderof your CINEMA 4D application directory. The screenshots below show the correct locations forWindows and Mac OS X users respectively.
After you installed rhino.io as a CINEMA 4D plugin, you need to obtain a rhino.io license. Thislicense is generated based on the rhino.io serial you received on purchase, as well as the CINEMA 4Dserial of the installation you want to use rhino.io with. Do not use the temporary CINEMA 4D serialyou get on purchase of CINEMA 4D, but the final number you get after registering with MAXON.
The easiest way to get your license code, is to start CINEMA 4D with the plugin installed. Itwill complain about the missing rhino.io license and bring up the Register window. Ignore this bypressing cancel, CINEMA 4D will continue to load. In the Plugins Menu you will find an entrycalled Register rhino.io. Clicking this entry will bring up the registration website with most ofthe info already filled in from what you entered in CINEMAs Register window. Finish filling outthis form and click submit. The license will then be sent instantly to the e-mail adress yousupplied.
You can also directly visit the registration website here:www.rhino.io/register/. If thereare any problems with obtaining a license, please check the support website or send an e-mail to in...@rhino.io.
Scale Mode defines how the Rhino model is scaled on import. It defaults to Scale toDisplay Units, which means it will consider the unit in the Rhino file and the Basic Unitssetting from CINEMAs Units Preferences to compute the appropriate scaling factor. Customlets you define a custom scaling factor. The former option is probably the one you will mostlywant to use, since it automatically accounts for the scale information embedded in the Rhino file.
Import Layers controls how Rhino layers are imported. It defaults to As Layers,meaning Rhino Layers are directly converted to CINEMA layers. For certain workflows it might bemore appropriate to import layers as Null Objects and group all objects on the layer (andsublayers) thereunder. This is what As Groups does. Layers, that have no content, will neverbe imported.To completely ignore layers, set this option to Off.
Clean Up Materials will remove any unused or duplicate material from the Rhino scene.Unused materials can come from objects that the Rhino Importer doesn't import, duplicate materialsoften happen when several objects have materials with identical settings applied.
When Import Render Meshes is checked, the Render Meshes stored with NURBS objects areimported. This is the way you will probably import most of your data, since the NURBS objects cannot be imported directly.Import Curves will cause NURBS Curves and Polylines in the Rhino file to be imported asSpline Objects, when checked. While Polylines can be converted precisely, NURBS Curves will beautomatically tesselated creating 64 linear segments per span.
Objects in Rhino usually consist of separate NURBS patches, that are often joined at patchboundaries or trim curves. These patches are tesselated independently from each other, which causesduplicate vertices to be created at patch or trim boundaries. When working with these objects inCINEMA 4D, this is often a waste of resources and can be inconvenient when editing the model orapplying texture coordinates. It is possible to use the Optimize command after import.Checking the Merge Overlapping Points checkbox does the same thing on import. When thecheckbox is checked Threshold defines the maximum distance two points can have to beconsidered the same.
In Rhino objects to not have an axis associated with them, so normally the objects would importwith all their Axes at the origin. If Axis Center Objects is enabled, every objects axis ismoved to the center of the contained points.
When Merge is used to open a Rhino file, the importer checks if any objects that havebeen imported previosly from the same model already exist in the current CINEMA 4D scene. If thatis the case, a dialog window pops up, asking you if you just want the model to be updated with thechanges you made to the Rhino model. If you choose to do so, changes to objects will be appliedto the existing objects in CINEMA 4D, everything else (like material or layer reassignements orregrouping of the objects in the object manager) will stay intact.
Rhino attaches unique IDs to all objects and layers. You can see this ID within Rhino byclicking on Details in the Object Properties Tab. On import, this ID is stored with theobjects and layers (or groups) in CINEMA 4D, so they can be looked up later. When the scene isupdated, the importer checks if any object in the merged Rhino file already exists in the CINEMAscene and updates the geometry. There are a few things to keep in mind, though:
For advanced users: Be aware that exporting polygon meshes will not retain vertex order. Rhinocan not represent discontinous texture coordinates or normals, so the mesh will be processed sothat vertices can be split up in those cases. This has the downside that vertex count and orderwill, in most cases, be different.
Scale Mode defines how information about the physical scale of the scene is stored. Itdefaults to Use Display Units, which will apply no scaling to the geometry in the scene andset the unit stored with the Rhino file to the units currently used in CINEMA 4D. A special caseare units that do not have a physical meaning (pixels). In this case, the unit is assumed to bemeters. Custom will let you define a Unit and Custom Scale factor.If Export Splines is checked, any Spline Objects found in the scene are exported aspolylines. If the box is not checked, Spline Objects are ignored.
in which way would you like to work it further? rhino.io will not help you here i believe. its basically just an interchange plugin for moving objects from rhino scenery into cinema scenery. i assume all it does is to send the mesh and maybe textures and maybe cameras and lights there and back in a convenient way. something which you can do with with exporting as collada.
since this is very most likely a mesh surface you might just stay in cinema and finish whatever you need there cinema has some paint deformers. the rhino wip version has great ways of converting meshes into sub d and nurbs which would allow you to deform it further, but then again it all depends what you want to do.
if you want to modify the waves itself then why not exploring the options of hot4d which seems to be a copy of the houdini source. i dont see the need for trying to screw around in rhino with something which was not produced there. changing this in rhino does not make any sense at all IMHO. of course you can change some stuff there but the patterns of the finished mesh can not be altered in a useful way without at least using the new wip tools converting it into subd and using creases for example which then again only might help getting crispier edges of the waves. changing patterns would be too tedious.
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