We've refined many parts of the documentation workflow, from a completely reworked annotation-style interface, to better DWG support, and RichText throughout. Modeling is just one part of the design process you also need to show how to build what is on the screen. In some conditions, display speed can be up to 300% faster. This results in fewer GPU-specific display glitches and more consistent, beautiful, and frequent frames, even with large models. Rhino's new display pipeline is faster, more stable, and uses features found on modern graphics hardware, like GPU sensitive shaders and memory optimizations. We've improved Rhino with the aim of helping you present your work: be it "quick and dirty" or "high-res glossy." With major changes to Rendering, Materials, or just plain capturing the viewport, it's now easier and faster to present, discuss, make decisions, and iterate. Presentation is key: during nearly every phase of design, you need to communicate, getting "buy-in" from clients, customers, collaborators, or the public at large. Grasshopper provides the solid foundation for many incredible third-party components ranging from environmental analysis to robotic control. Used in some of the most ambitious design projects of the past decade, Grasshopper, like Rhino, has become a robust development platform. The long beta period is over: Grasshopper, the world's most beautiful programming language, is now a full-fledged part of Rhino. We've also rewritten some features and renovated workflows that needed fundamental overhauls to make them truly productive. We have asked McNeel several times about publishing the SDK one way or another.In Rhino 6 for Window/Mac, we've fully embraced Grasshopper - the wildly popular visual programming language - by "baking it in." Grasshopper is no longer beta it's a stable development environment. 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. I hope that the technical details will help you understand why we haven't made that move still. If we go in that direction we would have to rewrite the windows version as well in order to share the codebase and avoid duplicated effort. This means rewriting almost everything on the integration side. If we want to build a MacOS version of V-Ray we'll basically have to use the RhinoCommon (The cross-platform. It gives us both performance and flexibility but unfortunately it's Windows only (you can read more in the Rhino SDK Docs). We are currently using Rhino's C/C++ SDK for the V-Ray integration (this was the only good option for a long time and the one recommended by McNeel). "You have SketchUp version for Mac and I assume you probably have the same source, so why not compile for Rhino Mac ?" There are both technical and business decisions that need to be made before we push forward with it. The development of V-Ray for Rhino for MacOS is still on hold.
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