Arnt Karlsen wrote:

> 
> ..a fundamentally better solution is use a _solid_ modeller, rather 
> than these 2 mutually incompatible _surface_ modellers.  
> Is precisely why I include brlcad(.org) on my FGLiveCD.  

I would hardly call Blender and AC3D mutually incompatible. Many FG
modelers use them both in combination, importing and exporting models
back and forth to take advantage of the best parts of both programs.

> 
> ..modelling a solid, means you _do_ get its surfaces for free, even 
> if you have to paint them.  When it dries, it too becomes a solid.
> Modelling surfaces, means you _may_ get a solid for free, 
> unless it leaks out some hole between your surfaces.  ;o)
> 

Yes, I have tried BRLCad and am intrigued, but when it comes down to it
OpenGL deals in surfaces and not solids, and I too get my surfaces just
as free as you do when I model my surfaces as you do when you model your
solids :) The solids I simply have no use for.

In addition, I have not found too many things that BRLCad can do that
Blender cannot, and plenty that Blender can do and BRLCad can't. If I
happened to have a lot of numerical data on some model, I might use
BRLCad for it's data pipes to get started, then move to Blender for all
the detail and cosmetic work. As it stands, I have lots of pictures and
diagrams and Blender is much better suited to working with those.

In addition, since we are simulating objects and not not making
technical renditions of them, it is often beneficial from an appearance
and performance perspective to have a surface that isn't a solid or even
complete. I find myself starting with completely enclosed surfaces in
Blender all the time and then later cutting huge chunks of the surface
away to reduce polygon count. You just can't do that with BRLCad.

There seems to be a lot of hype about this, but I have yet to see an
actual model for FG come out of BRLCad.

Josh


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