[HN Gopher] Plasticity: CAD for Artists
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       Plasticity: CAD for Artists
        
       Author : dgellow
       Score  : 51 points
       Date   : 2024-03-08 11:03 UTC (11 hours ago)
        
 (HTM) web link (www.plasticity.xyz)
 (TXT) w3m dump (www.plasticity.xyz)
        
       | skybrian wrote:
       | I'm wondering whether this is useful for 3D printing and whether
       | you _can_ add important measurements when it matters (to make
       | parts that fit.)
        
         | CharlesW wrote:
         | From a 2022 discussion:
         | https://news.ycombinator.com/item?id=30695360
         | 
         | > _Are there parametric features? eg. Can I say "this line is
         | 35mm long"?_
         | 
         | > _I want to emphasize to everyone that this is for concept
         | artists. It's nurbs used to create interesting shapes and
         | fillets. While there are some parametric features, they're
         | completely de emphasized compared to something like fusion or
         | solidworks_
        
           | oktwtf wrote:
           | The software has evolved significantly since 2022, I'd even
           | say that the dev has been flexible and enabled functionality
           | to bridge some more traditional CAD use cases in modern
           | versions. For example when you sketch shapes on a workplane
           | you are able to define the measurement aspects, diameters,
           | offsets, lengths; you can even quickly define relative angles
           | when drawing out segmented lines.
           | 
           | However there are no parametric controls for the elements of
           | your shapes or drawings. Keeping these constraints out of
           | mind certainly helps me get into a flow when modeling, much
           | more akin to subd or poly modeling while maintaining the
           | benefits of NURBS. But for adapting models quickly for more
           | flexible designs isn't /really/ the tool for it. You can take
           | it pretty far though!
           | 
           | I personally use Plasticity to model all kinds of things
           | including 3d-printed items (vacuum wall mounting, iPhone lens
           | mount, storage cases, clips...) All of these items needed to
           | be measured accurately and Plastiticy was able to handle that
           | without issue.
           | 
           | I've been using 3d software for 20+ years, Max, Maya,
           | Blender, XSI, Houdini, Wings3d, Lightwave, Modo, ZBrush,
           | Mudbox... "lots" of 3d software. Some get the job done and
           | some are even a pleasure to use, Plasticity decidedly in my
           | mind does both.
        
         | timothyb89 wrote:
         | I've been using it for light CAD work to design stuff for
         | (hobbyist) 3d printing. You can use exact measurements just
         | fine. The main issue is that it isn't parametric but for my
         | needs that isn't a big issue, and the one-time $150 pricetag is
         | wildly easier to swallow than a Fusion 360 subscription.
         | 
         | It's a lot like Blender, if Blender was a few degrees more
         | usable for CAD. That said, I've yet to try the Blender CAD
         | Sketcher addon (https://www.cadsketcher.com/).
        
           | declaredapple wrote:
           | Oh I need to try that addon.
           | 
           | I've been meaning to look for a Fusion360 alternative that
           | can run on linux and doesn't cost $$$$/yr.
        
             | graypegg wrote:
             | There's also FreeCAD, which is getting better! Definitely
             | worth trying the RealThunder fork [0] that handles some
             | geometry better than the upstream branch, and is kept up to
             | date.
             | 
             | It's still weird. That's for sure. But very much usable as
             | a fusion360 replacement for simple to intermediate 3D
             | printing work.
             | 
             | [0] https://github.com/realthunder/FreeCAD/releases
        
           | treflop wrote:
           | As a hobbyist, Fusion 360 is free, no?
           | 
           | I don't pay for my Fusion 360.
        
             | etrautmann wrote:
             | You're limited to 10 design files total for a hobby license
             | right?
        
               | jdietrich wrote:
               | 10 editable files at any one time. You can have an
               | unlimited number of files that are set to read-only, and
               | you can freely switch files from read-only to editable or
               | vice-versa.
        
         | bigboy12 wrote:
         | It's a really an amazing piece of software.
        
       | itronitron wrote:
       | this link is just an ad
        
         | owenpalmer wrote:
         | why do you say that?
        
       | alted wrote:
       | Plasticity is interesting because it is maybe the only way to run
       | the Parasolid geometry kernel natively on Linux right now.
       | 
       | Parasolid, the library used to perform the geometric operations
       | (the most difficult and important part of a CAD program) also
       | powers the likes of SolidWorks (the industry standard), NX, and
       | Onshape, and is arguably the best in the world. Its licensing
       | cost is presumably a large part of the Plasticity price.
        
         | fsloth wrote:
         | Meh. Geometry kernels are oversold. Triangulate, CSG and
         | triumph. CSG is the non-trivial part - and Manifold
         | (https://github.com/elalish/manifold) is excellent at this.
         | 
         | At least for consumer stuff where you anyway eventually just
         | want triangles for either rendering or 3d printing.
         | 
         | If your industrial workflow includes CNC machines you _may_
         | benefit from actual analytic surface cuts and unions - maybe.
        
         | Buttons840 wrote:
         | Why is it difficult (geometric operations)? Do you have any
         | suggestions on how to learn more about it?
        
           | skgough wrote:
           | There are two aspects of CAD that are very technically
           | complex: parametric modelling and constraint solving.
           | 
           | Parametric modelling is similar to 2D vector graphics formats
           | in that instead of defining where vertices are placed in a
           | coordinate space, it builds the model based on an instruction
           | set that includes primitive shapes like circles but can also
           | include complex curves defined using splines (NURBS)[0].
           | 
           | Constraint solving is a way of mathematically deriving the
           | possible shapes an object can take based on the geometric
           | constraints applied to it. For example, a 2D equilateral
           | triangle could be defined by setting the length of one edge
           | and then constraining all edges to be of equal length. The
           | coordinates of the vertices are derived from these
           | constraints.
           | 
           | SolveSpace [1] is an open source parametric modeler with a
           | constraint-based solver that you can explore if this is
           | something you're interested in.
           | 
           | [0] https://en.wikipedia.org/wiki/Non-uniform_rational_B-
           | spline [1] https://solvespace.com/index.pl
        
       | moffkalast wrote:
       | CAD for artists is just installing a set dimensions plugin for
       | Blender. It's super weird that there's still no native
       | functionality to just scale a select in edit mode to a specific
       | measurable length value.
        
         | mrob wrote:
         | Blender uses an entirely different paradigm: vertex modelling.
         | The only true geometric primitives in Blender are vertices,
         | edges, and faces. When you insert a "sphere", you're actually
         | running code to automatically generate vertices that
         | approximate a sphere. There is no inherent "sphereness" to the
         | resulting object. You have to decide how close an approximation
         | you want up front, and if you get it wrong you might have to
         | redo a lot of modelling. This is particularly tricky when it
         | comes to constructive solid geometry (CSG), e.g. drilling a
         | hole in that sphere by subtracting a cylinder from it. You
         | might not have enough vertices to satisfactorily approximate
         | the resulting object, and have to use various manual techniques
         | to subdivide specific polygons in the right places.
         | 
         | CAD supports true curved surfaces. A sphere in CAD is a genuine
         | sphere, and you can decide how accurately to render it
         | independently of your modeling operations. CSG is a core
         | technique in CAD modelling, with no special tricks needed to
         | get good results.
         | 
         | To me, the CAD approach is more intuitive, but it's true that
         | vertex modelling can be very fast when you don't need high
         | precision, so I can see why artists like it.
        
           | moffkalast wrote:
           | Sure, but Blender does support CSG with polygons easily. You
           | can do all typical CAD operations, modifiers, parametric
           | stuff, you just have to pick your accuracy on the fly, not
           | later when exporting. You do realize that everything
           | eventually gets turned into polygons before production right?
           | Well aside from sheet metal design I guess.
           | 
           | I've lost count how many Fusion360 modelers I've seen that
           | can't properly turn their models into a mesh and 3D print
           | curved surfaces with visible polygon banding lol.
           | 
           | > vertex modelling can be very fast when you don't need high
           | precision, so I can see why artists like it
           | 
           | It's not about speed, it's about control. When making assets
           | for rendering all kinds of wild tricks are sometimes needed
           | that go beyond modelling solid objects, plus adjusting UV
           | coordinates for texturing and the like.
        
             | adastra22 wrote:
             | I think you vastly underestimate the difficulty of
             | performing geometric kernel operations if you think someone
             | could just wing it in Blender. These kernels represent the
             | combined effort of literally generations of engineers
             | solving really difficult edge case scenarios.
             | 
             | Of course for artists, accuracy probably doesn't matter.
        
               | moffkalast wrote:
               | Well I regularly do indeed wing it in Blender. It is
               | poorly suited for conforming to specific measurements out
               | of the box, but with some plugins it's usable enough.
               | Definitely wouldn't imagine it being in spec for any
               | professional usage but for hobbyist maker stuff getting
               | within 100 microns is more than accurate enough. I mean
               | hell, I can't really measure much more accurately with my
               | callipers anyway.
        
       | gfodor wrote:
       | I love this app.
        
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