In brief
- Picture creates a rectangular planar surface and assigns the selected image to its material.
- The rectangle defined when placing the image preserves the bitmap’s aspect ratio.
- Scale resizes objects equally along three axes; Scale1D and Scale2D scale along different numbers of axes.
- ScaleNU lets you enter separate scale factors for the X, Y, and Z directions.
Which version is this guide for?
The workflow below is based on the Picture and scaling commands described in McNeel’s official Rhino 8 documentation. The goal is to use a bitmap as a reference in the model space and resize selected objects to the required dimensions. The documentation does not recommend a fixed scale value; the result should be determined by the project’s dimensional information.
1. Prepare the reference image
Make sure the bitmap you plan to use is accessible on your computer. If the image is on the clipboard, you can also use Ctrl+V to add it during the command. Consider the image’s position and size in the drawing area alongside the geometry you’ll be working on. The image itself is not a measurement-verification tool; you need a known project dimension to establish the true size.
2. Create the Picture plane
PictureStart the command and select the image. Then specify the first corner of the plane and either pick the opposite corner or enter a length. Rhino preserves the rectangle’s length-to-width ratio according to the image’s proportions. This prevents the reference’s aspect ratio from being changed arbitrarily during placement.
The command offers other drawing options too: drawing from two opposite corners is the default; 3Point uses two adjacent corners and a point on the opposite side. Center uses a center and corner points, while Vertical creates the plane perpendicular to the construction plane. These options determine the placement geometry; the image material can be edited separately.
3. Consider the placement option for print size
PictureThe command’s 1to1 option uses the print size calculated from the bitmap’s resolution (DPI) and pixel dimensions. This is useful when you need to place the image at a print size derived from its pixel and resolution data. However, this value does not automatically verify the real-world dimensions of an architectural element in the image. For a door or wall length, for example, you’ll need to check the model’s scale separately using a known dimension.
4. Adjust the image material as needed
A dedicated Picture material is created for the Picture object and can be edited in the Materials panel. Enabling the material’s Self-Illumination option makes the image appear at full intensity, unaffected by light and shadow; this can help keep the reference legible when lighting changes. The Grayscale option converts the image to 256 shades of gray.
For transparency, you can use the image’s alpha channel or select a color in the image as a mask. According to the documentation, transparency is not supported in JPEG, PCX, and Windows Bitmap formats. The tiling setting for the Picture texture cannot be changed. Keep these limitations in mind when looking for material settings.
5. Scale selected objects using a known dimension
ScaleTo resize geometry with a known dimension to a target size, first select the objects. Then specify a base point, or use the center of the selected objects’ bounding box. Define the source size using the base point and the first reference point, then enter the new size for the second reference point. The command also lets you enter a scale factor or pick two reference points.
This approach lets you work from a known dimension instead of resizing approximately by eye on screen. Choose the base point carefully: scaling can also affect an object’s position, so check whether a point that needs to remain fixed is appropriate for the workflow. If the Copy option is enabled, a copy can be created as the objects are transformed; review the command options before applying them.
6. Choose a command based on how many axes need to change
| Setting | Suggested value | Effect |
|---|---|---|
| Scale | Scale factor or two reference points | Scales selected objects equally along the X, Y, and Z directions. |
| Scale1D | Required factor for one direction | Enlarges or shrinks objects along the specified direction without changing the other directions. |
| Scale2D | Required factor for two directions | Scales equally along the construction plane axes of the active viewport. |
| ScaleNU | Separate factors for X, Y, and Z | Applies different scale values along all three directions. |
Use Scale1D when you need to change a single direction, and consider Scale2D when you need the same change in two directions. ScaleNU lets you enter a separate value for each axis. In Scale1D, entering 0 as the scale factor flattens the object in the selected direction, so take care not to use it accidentally during routine dimension adjustments.
7. Distinguish scaling object distribution from scaling object size
ScalePositionsThis command repositions objects by scaling the bounding-box centers to new locations. The 1D, 2D, and 3D modes determine whether the distribution is adjusted along one, two, or three directions. This is different from changing the objects’ own dimensions. If you need to scale the spacing between objects, consider a position-focused option rather than a command that changes object size.
Impact on architectural and visualization workflows
Bringing bitmap references such as plans, elevations, or sketches into model space keeps the material you’re working from in the same scene. Picture’s aspect-ratio preservation reduces the risk of misinterpreting a reference after accidentally changing its proportions. Using Scale with a known dimension can also reduce the need to adjust model size manually by eye. For architecture firms and students, the key is not to confuse the print size calculated from an image’s resolution with the real dimensions of a building.
The command documentation does not specify a workstation, license, or particular hardware requirement, and this guide makes no performance claims. In practice, choosing the scaling method that matches the geometry can help preserve other dimensions, especially when making a correction along a single axis. Check the file format and transparency requirements before adjusting the material as well.
Common mistakes
Treating the print size calculated from an image’s DPI and pixel dimensions as a verified measurement of a real project dimension.
Scaling equally along three axes when the object needs to change in only one direction.
Overlooking that a value of 0 in Scale1D flattens the object in the selected direction.
Expecting transparency to work with JPEG, PCX, or Windows Bitmap images.
Forgetting that the Picture texture’s tiling setting cannot be changed.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For offices and visualization teams, using Picture to bring a reference image into the scene is a straightforward starting point, but don’t assume the image automatically represents the correct building dimensions. Using Scale with a known dimension can help avoid approximate, by-eye scaling.
The documentation does not specify particular hardware or licensing requirements, so any productivity gains cannot be attributed to scene size or computer specifications. The most important practical checks are to choose the right scaling method for the task and verify the image format in advance if transparency is needed. The 0 option in Scale1D can also flatten geometry if used incorrectly.
Frequently asked questions
How do you add a reference image in Rhino 8?
Use the Picture command to select a bitmap and specify the corners of the planar surface. If the image is on the clipboard, you can also use Ctrl+V to add it.
Does Rhino Picture preserve an image’s aspect ratio?
Yes. The length-to-width ratio of the rectangle defined with Picture is preserved according to the image’s proportions.
How do you scale objects in one direction in Rhino?
Scale1D enlarges or shrinks objects along the specified direction without scaling them in the other directions.



