Upon first inspection I'd try two different sweeps, based on where I think you intended the seams to lay, but I would prefer to just edit your file myself and then if I get it to work, explain what I did.
I have got a surface by using NetworkSrf, but it still gets too round down where the propeller comes out and it makes the curve go up under the stern. Location: Southern England Think of the hull as two objects, the hull itself, plus the skeg. Location: Italy (Garda Lake) and Croatia (Istria) I agree with Tim B, there is too little info about the hull shape to accurately reconstruct it.
Do you think I need to measure more bulkheads to be able "cheat" my way to something that will look pretty close to the original? I have attached a file with the bulkheads, and a picture of a tug with a similar hull shape.
I have been told that the tug used to have a draft on 2m, right now its much lighter and more on the heel. Location: australia Cph I think you need a few more sections, maybe one in the middle and around the stern (see pic).
These are only quick models based on some of the available information, so it depends on how accurate you need to be and the type of information you want out, as to how you create the surfaces. When making potentially dangerous or financial decisions, always employ and consult appropriate professionals. Location: kuwait Help-rhino exterior design For those who use rhino in exterior yacht design, would you please advice me how to create the parts 1, 2 shown in the attached pic. Location: australia ringoo83 ?sweep 2 rails? has its limitations for more organic shapes, it?s sometimes better to create a surface then manipulate that into what you want, use the least amount of control points to achieve the basic shape you want then move the control points. I tried to follow your instructions but I couldn't make it, creating a surface and manipulating its control points is very hard and unclear. Appreciate if you use the program I attached which work as screen record program,you can turn it on and recreate those surface.
Location: australia Ringoo83 thanks for the download but the smallest file size I could get was 15 Mb and not very clear, so I may have to work through it in smaller bits.
Location: australia Ringoo83 I am having trouble getting some of tutorial under the upload limits so we may need to zero in on the point where you are having trouble. Location: australia Ringoo83 set up your screen in 4 views, turn off the control points for the time being then select that surface and lock it.
Location: Minneapolis,MN, USA I have also found it a pain doing things like water lines and mapping for me hasn?t been any faster.
You can then use the mesh split tools (which are available in V4 & the V4 evaluation version) to split the meshes as per your colourscheme (as you do already with NURBS). A model composed of efficient meshes will be much easier for Rhino to deal with; no NURBS data is stored, the filesize is reduced and you will notice much faster manipulation of complex models. IMHO this is such a better way of working - render times go down and once your 'modelling' work is finished you can stop working on that file, and play around with a meshed version wich is much more suited to the rendering process.
It is still a pain to have to split anything, but if you think about the way NURBS work, assigning a variety of materials to different parts of a single surface would be quite difficult to control; and being able to split surfaces in the wide variety of ways you can within Rhino does give you a lot of freedom. Think of a half-hull with 40 control points and compare it to a triangle mesh of 7000 points to APPROXIMATE the NURBS surface.
I stand corrected if that's the case - however - this does reduce rendering times and filesize in Rhino (dramatically). Location: United Kingdom sorry think I just answered my own question - the benefit of the technique is obviously being able to control the meshing of individual objects? I get what your saying about NURBS and the amount of data - the point is that Rhino always reverts to meshes to solve the rendering calaculations - with a NURBS model it takes the global settings, if you mesh surfaces individually then those meshes are used in the rendering process? Location: Savannah, GA, USA I would slightly offset the surface outboard (keeping the original surface) and trim the offset surface as needed to get a surface suitable for a different color. You can make any number of paint offsets and try every bottom paint color and every boot stripe & cove stripe shape you can think of, yet leave the the surfaces that make up the actual boat completely untouched. Location: Southern England When you come to render (in any rendering software), you need to discretise the surface so that you can determine lighting effects, colour etc. Obviously, if you manipulate a mesh directly it will be quicker than manipulating the NURBS surface and the mesh together. Location: Southern England Further, have a llok on the POV-RAY site for more info on rendering.
My original post was targeted specifically at Rhino use - are you familiar with the program? I can understand why there woud be less data required to describe a NURBS surface than a polygon mesh.
Location: australia Sean I really loved your idea for making quick rough surfaces using the heightfield when you first posted it. Location: australia Sean I like the wake images should make great bumps , you mentioned Photoshop in one of the posts, I believe its one of the most important steps as you can add detail that would be impossible to model and render effectively, especially spray and foam.

Location: Europe is it not possible to export the wave field that produce in hullspeed to Rhino? Location: australia Rhino and flamingo nXt WIP Rhino and flamingo nXt WIP Is there anyone else using this at the moment, I have been trying out the new flamingo for some time now and it seems to be able to produce pretty reasonable renderings straight out of the box with the use of the preset lighting and materials. Location: Brisbane Australia Our machines are used in conjuntion with rhino, nxt and many more to cut almost any component. Location: Australia Tapered Fillet in Rhino I'm wondering what the best way of producing what I would call a 'tapered fillet' in Rhino. I'm tring to create a smooth 'joint' between the two surfaces up fwd that hardens to a tighter radius aft. Location: Minneapolis,MN, USA Maybe edge curve or curve network, place the start radius and end radius along with the surface edges.
You can either use the variable radius fillet command for unjoined surfaces or the filletedge command for joined (poly) surfaces. Location: North Europe Parametric planing hull generator for Rhino Hi there, I wrote this worksheet a while back and have been using it for some time, mainly when I need a quick start on a hull (for whatever reason) and I thought I should share it. Location: North Europe Red only visual aid No special input at the red text.
I thought I would put in values and it would tell me if the values would produce a planing hull. Location: Maine You enter the specified values and the Excel sheet computes the keel and chine curves for the family of planing hulls specified.
Location: Tasmania,Australia oh, you mean paste it into the command window. Location: Turkey I need help for creating hull surface in rhino How to create a fair hull surface for this boat.
Location: Spain From my point of view, trying to create a single surface is a serious mistake, it can make impossible to create a good model of the hull.
In this type of hulls can be more convenient to create the surfaces by lofting water lines, instead of using the cross sections. Location: Rockport, Maine & Rochester Hills, Michigan Do you have more information about the shape of the hull near the corner? The hull surface can be modeled as two or three surfaces bit either additional information or assumptions will be needed. Location: Spain DCockey, you have cross-sections and longitudinal profile, how much more information you need ?.
Originally Posted by TANSL DCockey, you have cross-sections and longitudinal profile, how much more information you need ?. Location: Spain DCockey, that I can not know and even if I did, it is not easy to describe. Location: Spain As I said in post # 4, use water lines instead of cross sections.
Multisurf has a really powerful method for controlling the parameterization of curves and surface edges. Location: Spain The demo video is very nice and produces great results, as it could not be otherwise because hull surfaces are generated by a series of curves in space ready to achieve the desired result. If we want to create surfaces based on curves in space, from curves such as cross sections, longitudinal profile, the line of the deck, the knuckles on the hull, we can get several patches to simulate the hull's surface. It is very normal to see promotional videos that tell us how well we can do a certain thing, which suggest that other things are also possible, although it is not true at all. The other surface is much less accurate but control points are few so point editing to perfection will be easy-ish. From the images it looks like you need a bit more information before you can accurately re-build the hull shape. By manipulation of the control points by moving and adjusting the weighting of some points to massage it into the shape you want.
Based on these these few lines I wanted to build a hull that was pretty close to the original. I created a surface that shape was close to the two bulkhead shapes but the mid section is not right.
Generally for hulls I prefer to manipulate the surface manually rather than get the programme to fill in the blank spaces. Appreciate if you can do that for the simple hull I attached or any other hull so guide lines could be seen too.
In the original file I posted can you make a four-sided surface from the green lines like the one above them? Select everything else and hide, it will make easier to see what going on, then unlock that surface and show the control points again.
This can either be done by a structured (rectangular) method, or an unstructured (triangular) method.

But in Rhino there is always a polygon mesh created with the NURBS if you use the shaded view or try to render (although this can be cleared from the file using _clearallmeshes or 'savesmall') all I was suggesting was that this technique minimises the size of the mesh objects (which are referenced in the rendering process) and eliminates the NURBS (which are not used at all in the rendering process). I added a twist by using the same image as a bump map on top of the water surface plus a few separate surfaces for different effects.
The first image of the original scene I added a wave and a separate surface at the crest to give a contrasting white edge.
I found sometimes it?s the surrounding structures and reflected environment effects the way some of the glass materials react.
The fillet would be between the bottom and what is essentially a box keel, that stops some way short of the transom. The problem that exists in reality is that these curves can not be known but after creating the surface model. The key thing to both methods below is to first run curves along the hull as close to perpendicular to the sections as possible. It gives you a very accurate surface but it creates quite a lot of control points so it's difficult to point edit afterwards. Here is a file of what I mean, I have also added dynamic section, waterline and buttock planes that can be slid back and forth to show the shape where you want it.
You could use the line drawing you have as stating point then adjust that to get closer to what you want. I did use surface from lines for the stern add on but I then manipulate that to get better shape. As I can suggest two ways of tackling what you want but one requires the ?record history ?.
Turn off the osnap and start selecting single points in front view move the edge points to get the basic shape you are looking for. The approach of meshing each surface individually allows you to apply custom mesh settings to each object (rather than using the 'global' render mesh settings; this results in much greater net efficiency in the model. I have a model of a 40m barge which is approx 400mb in Rhino as NURBS, it renders in, say, 12 hours in flamingo with basic lighting. Second image I photo shopped some spray and foam along the edges and on the waves in the wake.
The other thing I would be interested in trying out is the new imbedding of the material into a model so as they can be exported. Use cutted edges as rails, blended curves as cross sections and check the surface edges tangency. The red at the bottom of the J-column is to remind myself which commands are used to create the surfaces.
The shapes of your boat, as you can see in the file of my previous post, are quite smoothed, they require some improvements, but that's normal. That is, in reality, the designer has no idea how are those curves and therefore can not use them to create the surface. The curves used in the video are the result of an already known surface and not the reverse. This command has some limitations when it comes to deeper keels, say a full keel traditional sailboat as all the vertical and horizontal curves must intersect but two vertical or two horizontal curves must not.
I started with 4 lines (in green above) made it into a 4 sided surface then went from there, editing with the control points then adding surfaces from edges or part edges. The reason I asked about the toolboxes is that some people like to customize them so are looking at a different screen.
The same model is around 27mb when converted as per my post, and renders with a lightdome of 30 lights in about 4 hours!
While method number two benefits in accuracy from having many diagonals, method number one usually gives best results using few. This surface took 4 minutes to create but it would benefit from some editing at the trailing edge of the keel.
Its best to pick the point you want in the view where you can best see it then go to the view that keeps it in the right plane, for example pick a mid point in front view then go to either top or right view to move it, this way it stays on the plane of the view.
I have done a few different renders to give an idea; these are as rendered with no post work in photo shop.
I'm sure that those with a better grasp would manage to produce a more refined finished product, but I was pretty happy with what I was able to achieve. When I wanted to add the bulb so creating a surface from the curves and sculpt the bulb into a NACA 0025 foil shape using yet another set of curves as templates seemed the easiest way to fair the bulb into the hull. Play around with basic shapes to familiarise yourself with moving points around in 3d space, the boat hull (see pic) was made from that original surface same points just in different places.

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