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elcomet | 4 months ago

Can you explain more? Which things are impossible in blender

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argomo|4 months ago

Spiritually, Blender is to FreeCAD what Gimp is to Inkscape or what BMP is to SVG. With Blender you're massaging piles of anonymous polygons so they look right aestheticallY, while with CAD you're composing geometric primitives to make a precise blueprint for a 3D object that just happens to be rendered with polygons. The former is better for art while the latter is better for manufacturing.

koolala|4 months ago

Any there any open CAD file formats that lay a foundation for describing this kind of 3D data without classic triangles?

mamonoleechi|4 months ago

CAD modeller are good at producing parametric 3d models. You can make use of spreadsheets and constraints to create a piece, that will later super easily be changed.

https://en.wikipedia.org/wiki/Constraint_(computer-aided_des...

diggan|4 months ago

> CAD modeller are good at producing parametric 3d models

If that's the only thing they do better than Blender, then it sounds like their days are numbered. Has to be more benefits right? Blender exposes a pretty wide Python API, loading spreadsheets ends up pretty simple, and together with Geometry Nodes, you can even visualize it in a way that makes somewhat sense. Constraints been existing for a long time in Blender too.

timonoko|4 months ago

If you try OpenScad-style adding and subtracting volumes, the syntax is pretty horrific. It is impossible to script objects that way. Quote Gemini:

  However, implementing a full OpenSCAD-like syntax and robust CSG system from   scratch in Blender Python is complex due to Blender's mesh-based nature versus OpenSCAD's mathematical description. Blender's boolean operations on complex meshes can sometimes lead to topological errors.

jacquesm|4 months ago

To be fair though, OpenSCAD works best too if you do this during the generative step and not after the fact. I've used it to remix existing STLs so it definitely does work but you really have to watch the areas where two shapes get close to each other, especially if there is a lot of fine detail.