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Vray for rhino 6 mac
Vray for rhino 6 mac













I'd highly recommend keyshot also because it's very intuitive once you get familiarized with your surroundings in the app. I also enjoy that rhino has a command to launch and update keyshot now whereas you used to have to import each time. You can also make some cool axonometric animations. You can bring in HDRI's, adjust sun position, add custom lights, create your own materials, and even edit geometry in the app. We have asked McNeel several times about publishing the SDK one way or another.I second the recommendation for keyshot! In my understanding, at its best it's not as powerful as something like vray or lumion but it's pretty damn good. We know that McNeel have written their own Mac plugins on C++, hence such SDK exists. Then we need to support both implementations. This means we need to rewrite everything on another language and against differnt SDK, that could potentially have fewer features. None of the already existing C++ code could be reused, and both SDKs have absolutely nothing in common. On Mac, however, McNeel do not offer a C++ SDK, but only. Historically V-Ray for Rhino is written on C++, using the Rhino C++ SDK on Windows. Our plans of Rhino on Mac exist since 3-4 years ago. V-Ray itself supports Apple Arm chips, which is evident - C4D sketchup, maya, houdini.they all run natively on the M1/M2. Would love to hear what Chaos thinks, and if there are plans for support. V-Ray for SketchUp and V-Ray for Rhino share all the cide, except the hostapp SDK dependant part Yes, but not in terms of host application APIs. Originally posted by jason_vayanos View Postįrom what I understand, the V-Ray for Rhino and V-Ray for SketchUp are similar applications















Vray for rhino 6 mac