Anytime that a NURBS surface modeler knits or trims surfaces it is creating a BREP-boundary representation. L'Ancien Regime I am not sure why you say that Rhino or moi3d for that matter doesn't do BREP- Please see for the definitions I am working with. Both do the same trick though perhaps MOI 3D is more precise? But then Modo costs $599 annually and MOI 3D is something like $300 for a permanent license. I need to do further experiments with Mesh Fusion in Modo or Groboto to see just how far it permits that kind of perfect tangency in the irregular segue between two boolean shapes in union. Only NURBS and to a cruder degree BREP are going to truly do that for you. Here's my 100% 3D Coat cable imitating Daniel'sĪs you can see there's some serious deficiencies in my voxel model's irregular chamfers between various geometric objects the problem is in striking the correct tangency where the chamfers segue into the objects, from one to another. Having said all that, I've tried to see how far I can push 3D Coat down that Alias road, in this case by copying the work of the unparalleled master of NURBS modeling Daniel Simon.
MOI3D SUBD PLUGIN PLUS
Even Rhino doesn't have those that's why Rhino is close to $1000 and Alias Auto Studio is something like $64,000.00 and ICEM Surf as part of CATIA is at least $20,000 plus over $3000 in annual maintenance and remote server fees.
Of course it doesn't have the very expensive high end algorithms that Alias Auto Studio or ICEM Surf have for producing Class A surfaces. It's for producing a certain kind of aesthetic, not for producing technical models for stress, shear strengths, heat diffusion or weight estimations. MOI3D is more of a NURBS modeler, for a designer. It's a superb pleasure to move your object, your file or data or whatever you want to call it from one format to another, one program to another to work on it, like an alchemist distilling, heating, cooling, alloying, fermenting, some substance in the hopes of producing the Philosophers' Stone.Īnd strictly speaking MOI3D isn't a CAD program. But then on the other hand, there's certain things you can do in 3D Coat that you can't do in any of those programs. There's a ton of stuff in Houdini too, where the boundaries between modeling and texturing melt and fuse into something amazing, more mind bending than any drug. You should probably throw Teya Conceptor in there too just because Arseniy Korablev is an awesome guy.
I think it's great that Kenmo is using MOI 3D in his workflow, and it's great to use 3D Coat too. I'm a great believer in multiple tool approaches to problems we encounter in attempting to creat the things we desire. And then there's long curvilinear swept shapes with varying profiles too yeah you can sort of do that in 3D Coat but hmm.not really. You simply cannot do that in 3D Coat, or even if in certain limited cases you can it's an immense time consuming chore involving all sorts of involved strategems while with MOI 3D it's simply a matter of selecting an edge with your cursor then hitting a button and then if you want you can fiddle with it by punching in some various parameters. You find a lot of such bevels and chamfers on an engine block. Like what you say? Like bevels and chamfers on irregularly shaped edges between two boolean union objects for example. There's certain things you can do in that program that you can't do in 3D Coat. I've played around with MOI3D and it's useful to an artist alright.