Reference

Guided tour

Every module, in order, one short exercise each. About an hour end to end. By the finish you will have touched everything Rhea does and know which parts you actually want.

How to use this

Start a fresh file for each section and delete the default cube. Nothing here depends on anything before it, so you can also jump straight to whatever you came for.

1 · Library

  1. 01

    Add a base

    Library → Bases → Blob. It appears at the 3D cursor.

  2. 02

    Change its parameters

    Raise Resolution. The mesh rebuilds. Note that this regenerates rather than deforms — any edits you had made would be gone.

  3. 03

    Add a component

    Library → Components → Gear, and change Teeth. Every one of the thirty-two shapes has controls like these.

2 · Effects

  1. 01

    Apply one

    Select the Blob. Effects → Organic shell → Apply recipe. You get a honeycomb whose struts thicken where the surface curves.

  2. 02

    Adjust it

    Drag Thickness and Variation. Change Seed a few times.

  3. 03

    Stack a second

    Add effect → Displace. It runs on the shell, not on the Blob. Move it above the first and watch the result change completely.

  4. 04

    Revert

    Your original Blob comes back untouched. Nothing was destructive.

3 · Live tessellation

  1. 01

    Set it up

    A Torus as the base and a Fin as the component. Select the Torus, then Add effect → Tessellate, and assign the Fin.

  2. 02

    Find the shape

    Raise Height. Then Tilt to about 35° — the fins rake. Then Twist, and they wind.

  3. 03

    Try taper

    Raise Taper past 2 with a high Height. Blades become spines. This is the control that turns any component into something hair-like.

  4. 04

    Break the regularity

    Wobble around 20°, Scatter around 0.5, Coverage down to 0.6.

4 · The Tessellate module

  1. 01

    Constant mode

    Grid base, Hex tile component, one slot. Press Tessellate. Read the result line: vertices, faces, ngons, time.

  2. 02

    Frame mode

    Switch to Frame — no component needed. Adjust frame thickness and depth. This is a lattice with no modelling at all.

  3. 03

    Patch mode

    Grid base, Weave component, Patch mode. The strands run continuously across face boundaries rather than restarting at each one. Compare against Constant to see the difference.

  4. 04

    Output quality

    Turn on strict topology and re-run. The result line should read 0 ngons.

5 · Conway operators

  1. 01

    Make a football

    Seed Icosahedron, click truncate in the picker. That is tI, and it is a football.

  2. 02

    Turn on shading and canonicalize

    Enable angle-based shade smooth and canonicalize. The difference is dramatic, and without them every chain looks the same.

  3. 03

    Keep clicking

    Add kis, then ambo, then gyro. Watch the face count in the panel climb.

  4. 04

    Try a preset

    Load Geodesic sphere or Rhombicosidodecahedron from the preset dropdown.

6 · Topology tools

  1. 01

    Dual mesh on an open surface

    Add a Grid. Run Dual mesh three times, once per boundary mode — Ignore, Close, Extend. The edges differ substantially; Extend is usually what you want.

  2. 02

    Lloyd relax

    Take a lumpy mesh and relax it with preserve shape on. Then turn it off and run again — the mesh smooths toward a ball.

  3. 03

    Adaptive subdivide

    Generate a curvature field first, then subdivide with it as the attribute. Density follows curvature, with no cracks at the transitions.

7 · Fields

  1. 01

    Turn on the heatmap first

    Overlays → Field heatmap, attribute rhea_field. Now you can see what you are doing.

  2. 02

    Generate curvature

    On a Blob. Watch the heatmap. Then adjust contrast, blur and quantise and watch each one change it.

  3. 03

    Try a formula

    sin(x * 4) * 0.5 + 0.5 gives waves along X. Then smoothstep(0.2, 0.8, nz) masks upward-facing normals.

  4. 04

    Drive something with it

    Add a Tessellate effect and put your attribute name in its Attribute box. Raise Variation. The copies now respond to the field.

8 · Differential growth

  1. 01

    Planar line

    Default settings, press Run. Watch the circle ruffle. Cancel with Esc at any point.

  2. 02

    Change the fold scale

    Raise the repulsion radius substantially and run again. Fewer, broader folds. Lower it: dense fine ruffling.

  3. 03

    Break it deliberately

    Raise step size to its maximum and run. It tears itself apart — that is what an unstable explicit integration looks like, and it is worth seeing once so you recognise it later.

9 · Reaction-diffusion

  1. 01

    Run coral

    On a reasonably dense Blob. Preset Coral, a hundred steps. Watch the pattern develop in the viewport.

  2. 02

    Compare presets

    Run Maze and Spots from the same starting mesh. They should look nothing alike.

  3. 03

    Feed it forward

    Write to a float attribute, then use it to drive tessellation thickness. Scales grow tall along the branches. This is the single most effective combination in the toolkit.

10 · Surface Voronoi

  1. 01

    Cell faces

    Sixty cells, three relax passes, moderate inset. Separate plates across the surface.

  2. 02

    Cell borders

    Switch output to borders and give them a width. Set the width to zero and note that they vanish from render — edges carry no faces.

  3. 03

    Drive the density

    Put a curvature field in the Density box. Cells crowd where the form bends.

11 · Form finding

  1. 01

    Minimal surface

    On a Tube or a Catenoid, boundary pinned. Run and watch the residual fall.

  2. 02

    Hanging chain

    Same mesh, hanging chain preset. Then flip the result vertically — you now have a compression shell.

  3. 03

    Break it deliberately

    Turn off pin boundary and run. It collapses toward a point. That is what an unconstrained solve does, and it is the most common first-attempt failure.

12 · Panelize and fabricate

  1. 01

    Analyse before you optimise

    On a Saddle, run Analyse planarity with the overlay on. Red where the double curvature is strongest. Then do the same on a Vault — it is already flat everywhere, because single curvature is.

  2. 02

    Planarise

    Run it on the Saddle and analyse again. Note how much shape changed to get there.

  3. 03

    Waffle

    Six ribs each way, material thickness set to something real. Then export SVG and open the file — the parts are nested and labelled.

13 · Overlays

  • Boundary edges on an open mesh, then on a closed one. The closed one should show nothing.
  • Face orientation on a clean grid, then on an imported or heavily edited mesh. The difference in arrow consistency is the thing to learn to see.
  • Field heatmap — you have already used this and it is the one you will keep.

Where to go next

  • Best practices — the things that stop results going subtly wrong.
  • Use cases — complete routes through the toolkit for specific kinds of work.
  • Performance — before you scale anything up.