Houndpup Rc
Legendary member
I have used both Blender, Fusion 360, Freecad and Onshape, though I have the most experience in Onshape and Blender. For the main part I feel @Gadeirus and @telnar1236 are right in that programs that are parametric like Fusion, Onshape or FreeCAD are easier to make useful stuff like 3D prints...Can it be done in Blender? Absolutely! But it can actually take longer and you are more likely to forget something and have something out of dimension. In addition to that, if you get something wrong, its much harder to just go back and fix it.
I am not super experienced with Blender but I decided to try to replicate what @telnar1236 did above in fusion, but in blender to show the process and what Blender is better at.
So when we first get in we have this cube, which we can change its size up here to the 20x20mm and 40mm along the Z:
Now to make our hole there are many ways we can do this, but in this case we are going to use a cylinder, place it in the center of the cube then use the Boolean modifier to make the actual hole:
Again like with the cube, we can set our dimensions and we can even set the level of detail our cylinder will have:
Quick weakness I found in Blender for this. How do we know for sure that our cylinder is exactly in the center of this cube? Well, when we add the cylinder in, it is automatically placed right on the world origin which in this case is where the center of our cube is, but what if we have something that is not on the origin? In that case we would go into edit mode, select all of the vertices then hit "Cursor to selected" Which will move the world origin to the center of that part so that when the cylinder imports, it is in the center of our cube (I believe there are similar ways to do it, but they take about the same amount of time)
Now back to making our hole, we just add the Boolean modifier and select our cylinder. If you are happy with the results we then just apply the modifier which then locks that hole into the cube mesh.
So it is definitely possible, but is it just as good? IMO, no and if you mess something up, its harder to fix down the road. That said, we now will show what Blender can do much better than both Fusion and Onshape. (Not saying that they can't (in fact Onshape as just added more options for this, but its only in the paid version) but it won't look nearly as nice, though keep in mind I'm not very good at doing it in Blender and there are people who can make it look WAY better)
So first we will go into edit mode, mark our seam, UV unwrap it then we can go to 3Dassets where we can find a texture of metal, gravel, you name it!
Now we will add a material in Blender and apply our textures. Now that we have our nice looking model with metal we will add a "floor" plane, add a black material to that, then we can import a 360 pano or HRDI to add lighting like in the pano onto our object, then we can add in a camera, adjust the focal length, depth of field ect. to get us our desired look.
Then after that we can even animate our object by moving our playhead to the desired location in the timeline, hitting "I" then move it to our next desired location, move our object there then hit "I" again and boom! We can play our object from place A to B then we can even animate our "camera" to add even more motion to our animation. Then after that we can set our res and much much much more settings to get the look we want!😂
Finally this is what we get:
So in the end, I would say they are both good at what they do, but they were designed for different things though they can overlap each other. The workflow I like to do is, model it in Onshape, then bring that model into Blender for rendering or animation. Hope ya'll found this interesting!
- Pup
I am not super experienced with Blender but I decided to try to replicate what @telnar1236 did above in fusion, but in blender to show the process and what Blender is better at.
So when we first get in we have this cube, which we can change its size up here to the 20x20mm and 40mm along the Z:
Now to make our hole there are many ways we can do this, but in this case we are going to use a cylinder, place it in the center of the cube then use the Boolean modifier to make the actual hole:
Again like with the cube, we can set our dimensions and we can even set the level of detail our cylinder will have:
Quick weakness I found in Blender for this. How do we know for sure that our cylinder is exactly in the center of this cube? Well, when we add the cylinder in, it is automatically placed right on the world origin which in this case is where the center of our cube is, but what if we have something that is not on the origin? In that case we would go into edit mode, select all of the vertices then hit "Cursor to selected" Which will move the world origin to the center of that part so that when the cylinder imports, it is in the center of our cube (I believe there are similar ways to do it, but they take about the same amount of time)
Now back to making our hole, we just add the Boolean modifier and select our cylinder. If you are happy with the results we then just apply the modifier which then locks that hole into the cube mesh.
So it is definitely possible, but is it just as good? IMO, no and if you mess something up, its harder to fix down the road. That said, we now will show what Blender can do much better than both Fusion and Onshape. (Not saying that they can't (in fact Onshape as just added more options for this, but its only in the paid version) but it won't look nearly as nice, though keep in mind I'm not very good at doing it in Blender and there are people who can make it look WAY better)
So first we will go into edit mode, mark our seam, UV unwrap it then we can go to 3Dassets where we can find a texture of metal, gravel, you name it!
Now we will add a material in Blender and apply our textures. Now that we have our nice looking model with metal we will add a "floor" plane, add a black material to that, then we can import a 360 pano or HRDI to add lighting like in the pano onto our object, then we can add in a camera, adjust the focal length, depth of field ect. to get us our desired look.
Then after that we can even animate our object by moving our playhead to the desired location in the timeline, hitting "I" then move it to our next desired location, move our object there then hit "I" again and boom! We can play our object from place A to B then we can even animate our "camera" to add even more motion to our animation. Then after that we can set our res and much much much more settings to get the look we want!😂
Finally this is what we get:
So in the end, I would say they are both good at what they do, but they were designed for different things though they can overlap each other. The workflow I like to do is, model it in Onshape, then bring that model into Blender for rendering or animation. Hope ya'll found this interesting!
- Pup