Comment by geuis

Comment by geuis 8 hours ago

45 replies

I've never been an artist but I love 3d printing. So 5 years ago I went through the struggle of learning to use Blender. Best choice I ever made. I still struggle to understand even the most basic CAD app.

I probably spend more time for some projects in blender than I would in a proper cad environment, but it's a toolset I understand somewhat deeply now.

So far, Blender is one of the most successful open source projects I've ever worked with in the last 30 years. Even with major changes, every change has mostly been for the better. The introduction of geometry nodes completely changed my workflow a few years ago. So much room for activities after that.

Unlike any other modern software package, I have no regrets or doubt when I upgrade to the latest Blender release.

If you're on the fence about picking up Blender I highly recommend taking the deep dive.

Jnr 7 hours ago

As someone who has modeled in 3DSMax and Blender using the mesh modeling approach and in Fusion360 and FreeCAD using the CAD modeling approach, for 3D printing I really recommend learning CAD modeling in FreeCAD.

The ability to make models precise, constrained and and parameterised more easily allows going back to previous steps to make adjustments.

For 3D printing it is very helpful to be able to change a defined variable and have the whole model recalculated. I often use variables for clearance, screw hole diameters, etc.

Recently FreeCAD has become very good and I have switched to it. And there are a lot of great FreeCAD tutorials on Youtube.

  • maybewhenthesun 5 hours ago

    Since blender has Geometry Nodes (and especially the more recent versions of those) I make all my parametrized models in blender.

    True, it's a bit more hassle to setup and way less standardized. And it's not really the right tool for the job. And the models are less re-usable.

    But.... I use blender a lot for other stuff and it's a joy to use. Freecad otoh feels like a confusing mess to me (probably because I don't use it often enough, but still...)

    I'd love if Freecad would go through it's own 'blender 2.5 release' phase where someone would prune the UI.

    • Jnr 3 hours ago

      They only recently (a year ago) released v1 of FreeCAD.

      Blender 2.5 came out ~15 years ago, and as I was learning Blender in 2010/2011 it did not feel nearly as good as it does now. I believe that something similar could happen with FreeCAD, as I tried it some years ago and it was unusable in my opinion, but now I can work with it without any major issues. And the more attention they get, the better it will become.

      • whizzter an hour ago

        I think GP is referring to the 2.9 release (or was it 2.8 or 3.0?) that had a major UI overhaul a few years back, I would say that the real explosion of Blender usage co-incided with that release.

        Coming from 3ds, 3dsmax and Lightwave mainly (some Maya), I had previously tried Blender a couple of times and usually rage-quite within 15 minutes due to the flaky-feeling UI.

        After actually using that big UI release I went back to the previous major release to see what I had missed.

        The general context (mesh mode->mesh edit->vertices) that in newer releases is placed somewhat in a sane order, was placed so that your major context was selected in the _middle of the screen_, then secondary was at the top and tertiary somewhere else.

        That's just a big no-no in terms of UI design but had probably made some sense when Blender evolved and people who got used to Blender had probably internalized it (and staunchly defended it).

  • jon-wood an hour ago

    I think this depends what you're 3D printing. I'm almost always making utilitarian things with specific purposes so CAD modelling makes sense, I know what dimensions I need, and what constraints exist, if I were modelling figures for a tabletop RPG it would be an absolute nightmare though. As ever, right tool for the job.

  • argomo 6 hours ago

    Au contraire... FreeCAD has a confounding UI, except for the sketcher.

    • ansgri 4 hours ago

      For me the problem is less the UI but weird bugs / unimplemented cases in its modeling kernel. Some lofts and tubes just refuse to work for no apparent (to me, a non-expert in CAD) reason. Even worse, simple fillets sometimes don't work as expected on moderately complicated bodies. Maybe if you're an expert you can avoid these case, but it's extremely frustrating to spend several hours successfully modeling the general shape only to be unable to apply simple dress-up features.

      I'd really like to use it and master it further, but CAD is not something I need often, and in F360 any geometry I've needed just works.

    • Jnr 5 hours ago

      It is far from perfect, but it is quite usable now. https://i.imgur.com/4CezlnJ.png

      • _flux an hour ago

        This is not a release version, though, is it? Or has some additional extensions on top of it?

        I've had bad experiences on the latter, as in a lot of breakage occurred :/.

  • RugnirViking 6 hours ago

    to be fair, I did do exactly as you described, and im glad I had both under my belt. But the amount of bs you can get when doing exactly that, "going back and changing a previous step" can be very annoying. Changing dimensions or previous sketches is usually fine, but anything more complicated often results in everything in your stack breaking with strange errors, leading it to just be easier to re-create the model. For many of my more complex mechanisms, ive made the entire thing three or more times

    • jacquesm 6 hours ago

      I use OpenSCAD for parametric stuff and it has served me very well, even if it has a learning curve and some serious limitations. The trick is to stop thinking interactively and to treat the shapes you want to make in a more generative manner. For instance, you could try to fillet or chamfer an edge, or you could create that edge using a sphere or a shape tracing a path and then tying it all together with a hull. But it can take a while before you become adept at seeing how shapes decompose into simpler shapes.

      • [removed] 4 hours ago
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      • ur-whale 6 hours ago

        If you like to code, OpenSCAD is really the best for simple shapes and my go-to tool for these situations, stuff like making a project box for an electronic contraption.

        OpenSCAD however fails spectacularly for any kind of complex filetting situation when compared to tools like Fusion or even FreeCAD (FreeCAD's UI is an abomination though).

        The morphological ops in OpenSCAD (minkowski type stuff) are a very poor substitute to real fillets, and are extremely slow (underlying algos are all polynomials in number of triangles) when your objects get complex, and they are global operations, it is extremely hard to limit their action to a localized part of your object.

        Even Blender, which was truly never designed for this type of operations can sometimes do better than OpenSCAD for fillets.

        Another thing that's a real pain in OpenSCAD: you cannot "probe" (measure) your existing object at a certain stage, grab the result of that measurement and re-use it in the rest of the code. MAJOR limitation.

    • Jnr 6 hours ago

      Going back in history works better in Fusion360 than FreeCAD currently, but...

      In FreeCAD it works but you have to think a bit how you approach it. For example, if you reference an edge that you later on go back and delete, of course it will break things. Also if everything is not correctly constrained and you go back and edit it, it will likely break things. And then there are some bugs as well, but it's free and open source so I am not complaining. :)

      Similarly as with mesh modeling, where correct modeling style is needed for smoothing not to break things, with CAD you also have to get used to certain approach to modeling, you can't be as chaotic.

      But the more you do it, the better you will become and in my opinion learning proper CAD modeling approach is easier than proper mesh modeling in Blender.

Klaus23 7 hours ago

Blender is great, but it still can't replace a CAD program. I tried using it for simple CAD tasks (before geometry nodes were released), but the experience was so poor that I quickly switched to FreeCAD. It was worth it, even though it took some time to learn how to use the new program.

FreeCAD is pretty buggy, confusing, and sometimes limited, but its workflow can't really be replicated with Blender. Once you have worked with a CAD program for a while, you realise that certain things that are almost impossible or annoyingly difficult in Blender can actually be pretty easy.

It would be great if the two programs could be merged. Blender could benefit from better CAD functions, and FreeCAD could benefit from everything else Blender provides.

  • rcarmo 6 hours ago

    The CAD Sketcher add-on goes a long way towards making it more usable. I’ve been hacking away at it myself (should go back to finish what I was adding…).

    • Klaus23 4 hours ago

      Nice. That wasn't on my radar. I was already happy when Blender made significant progress in parametric modelling with geometry nodes. Together with CAD Sketcher, it looks pretty usable for modelling. I hope the whole thing improves quickly, but I suspect they have a long way to go before Blender can be considered a proper CAD program.

  • elcomet 7 hours ago

    Can you explain more? Which things are impossible in blender

    • argomo 6 hours 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 6 hours ago

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

    • mamonoleechi 6 hours 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 an hour 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 6 hours 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 6 hours 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.

CrulesAll an hour ago

Never piss off engineers. So many software cartels went so far in ripping off their customer base that it caused a blistering clap-back. Companies like Maya were just taking the piss with their prices effectively pricing out all but big companies. A group of talented and, let's face it, awesome people built Blender into something not only as good as Maya, but better in most ways.

also see game engines e.g Unity(complete toss pots) and the evolution of Godot.

As for why people use Microscum's products like Excel, when LibreOffice is superior is beyond me.

sph 4 hours ago

> If you're on the fence about picking up Blender I highly recommend taking the deep dive.

Yes! I have spent my August learning Blender, and it's become one of my favourite pieces of software ever; in my journey of learning game dev, 3D modeling has become one of my favourite tasks.

If one is looking for recommendation on learning material, the Udemy courses by Grant Abbitt are EXCELLENT. I'm totally unaffiliated, but I don't think I would've stuck around without as good a course. The whole course was a discounted $20 for 14 hours of learning material, from the very basics, to UV, texture painting, rigging and animation.

I know enough Blender to be dangerous now, but I am open to recommendation for intermediate and advanced courses. You can do a lot with Blender basic tools, but as a modeling software it is a mile deep and I know I'm just scratching the surface.

  • jijijijij 20 minutes ago

    > Yes! I have spent my August learning Blender, and it's become one of my favourite pieces of software ever

    Same. Started in July with the Donut tutorial and then got completely carried away in geometry nodes and automation.

    Once the UI clicks, Blender is super intuitive and downright addictive to use. I realized, while I don’t actually want to work in 3D modeling for other reasons, I could totally live in Blender all day! Can’t think of any piece of software that made me feel so in love.

    And don’t get me started on its capabilities. It’s even useful as a video editor and for drawing. I think the only thing it can’t do much is audio editing, but I wouldn’t be surprised if one day it’s becoming a DAW, too :D

    I recommend to everyone: Learn the basics of Blender! Just dive in for a week or two. For universal creative output, it’s probably the single most powerful and useful tool you will ever encounter. Blender unlocks a whole new skill tree. I promise, you will look at the world, differently, how to express yourself, conceptualize and tackle a variety of problems. Even if you are, like me, not much interested in "graphic art", it’s so versatile for anything 3D, illustration or video. You can use it to visualize ideas for yourself or others, a 3D scratchpad, for 3D printing, illustrating math stuff, even simple physics simulations. Yes, there is a learning curve, but it’s pretty straight forward after the initial complexity shock. The UI is so thoughtful and consistent you get efficient with it very quickly. Totally worth it!

    And Blender is free and open source, this skill enablement is permanent and unconditional! It’s an attestation to what’s possible.

disqard 7 hours ago

Thank you for sharing your experience!

Would you mind sharing a bit more about your workflow? Do you export to obj/stl? What slicer do you use?

Five years is a decent amount of Time, and I'm sure you have much hard-won knowledge (and gotchas) to share.

(Personally, I'm stuck on the mental block of "I know I should just get and learn Fusion360" but I cannot bring myself to knowingly tie myself to a subscription-based piece of rentware.)

Thanks in advance!

Edit to add: my motivation is 100% to use this for 3d printing.

  • beau_g 5 hours ago

    I was in the same boat as you and sounds like others in this thread, >1000 hours in Blender over the past few years, but learned Fusion360 to be able to get parts lasercut and machined so had to go to proper parametric CAD format. The simple answer is use both - some things like making a simple bracket or fixture are just much easier in CAD. For organic shapes with lots of complexity, sub D modeling is far faster and easier IMO in Blender than the ways to achieve that in CAD (like T splines in Fusion).

    The space between those 2 things is where you have to decide what you are really trying to accomplish. The program you use will have an impact on what your result looks like, you see this in the evolution of product design alongside the evolution of design software (boxy cars in the 80s, soap bars in the 90s, and the last few decades of cars with flowing designs with body line defining creases which modern A surface modelers seem to draw you towards). I find parts made in Blender with my workflow often look a lot more interesting and visually pleasing, using edge crease/bevel modifiers and sliding loops around vs. using fillets in CAD for instance, they both aim to soften an edge, but look far different in the end. If you are only ever going to 3D print parts and never CNC, you are already fast in Blender, and part strength vs mass doesn't matter much (especially to a degree where you don't care about FEA), Blender is plenty viable to make printed parts with.

    You can footgun yourself easily with both programs, but I find Fusion to be worse for this, half because of the UI, but using tools like sketch projection for me has caused really diabolical issues in the timeline. The whole trick to CAD is being very careful with the design intention as you progress forwards, which is hard to learn coming from 3D modelers where that doesn't matter much and you can just shuffle around non destructive modifiers. This might just be due to my own experience difference in the programs though, I definitely remember going down some roads in Blender I never returned from on meshes when I was learning, normally by either applying subdivision modifiers, doing too many loop cuts, or using a tri/n-gon somewhere thinking it wouldn't be an issue or I would fix it later.

  • justinclift 4 hours ago

    > I cannot bring myself to knowingly tie myself to a subscription-based piece of rentware.

    Fusion360 isn't your only option. Several of the larger commercial CAD programs have various maker/hobbyist licences which are either free or low cost, and are suitable for exporting 3D models for 3D printing.

    https://solidedge.siemens.com/en/solutions/users/hobbyists-a... → Free

    https://www.solidworks.com/solution/solidworks-makers → US$48/yr presently

  • geuis 7 hours ago

    Yah.

    My workflow is hard to describe.

    Over the years I updated my base project files when new Blender versions require rebuilding my geometry node graph when old stuff gets outdated. That being mentioned, the updates are worth it. It's a hobby so time is free and a learning opportunity.

    It's something I accept as cost of learning, which so far has resulted in better end results.

    I was totally in the same mental space with Fusion. Here's what I did.

    I don't like hard to understand UI.

    I don't like a product whose company constantly changes the rules.

    I don't like not being in specific control of mission important software I use.

    I also tried open source alternatives to CAD. There are non that are anything approachable from a user perspective. Until the FreeCAD project gets some help from Blender, I'll stand by that.

    I don't maybe have any specific modeling scenarios to recommend. Not a professional, just a hobbyist.

    I tune my printer. Use the 3d toolbox plugin for Blender. Make sure your model is manifold. Get to learn how to spend dozens of hours editing 3rd part "printable" models into something that's actually printable. Ain't manifold, ain't printable. If you "borrow" models from games to print, you'll spend a lot of time making them printable. They aren't yours even at that point. Don't try to sell them or give them away for free. Not yours. Respect the artists.

    Geometry nodes have SOOOOO many options. I'm not kidding, it's awesome the team keeps adding nodes that address old and new issues. But figure out a basic workflow wherever you're at. Only update if there is some required or otherwise very specific advantage

fracus 6 hours ago

I spent a good couple of months learning Blender enough to make a 3D model of a real Zamboni of all things for no real practical reason. That was a couple of years ago and I've forgotten everything and I'm pissed about it. I wish I kept at it.

aetherspawn 6 hours ago

I think you are mixing up general 3D modeling (the act of doing whatever to get a good visual result) and CAD (designing something to be made physically).

Blender is not a CAD tool and wasn’t designed to be. Likewise, CAD tools will never be used to make a movie scene.

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