On Wed, 14 Jun 2006 20:57:32 -0400, Josh wrote in message 
<[EMAIL PROTECTED]>:

> 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.

..ok, maybe I should have called it "not fully compatible with each
other", I keep hearing some model features get lost going back 
and forth between these 2.

> > ..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.

..true, this far, and to do FEA modelling for wing flexing etc,  we
suddenly need solids, and yes, they _can_ be made from their surfaces.
And vice versa, even for OpenGL. 

> 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.

..aye, and brlcad will need a lot of work to get there.  
Meanwhile we have its many nice file converters etc, and 
it could also wind up as a Blender lib set.
 
> 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.

.."not yet if ever", agreed, and another question is why would we want
to do it that way if a better way _can_ be found.

> There seems to be a lot of hype about this, 

..aye, but it has faded quite a bit, Blender _has_ become a very good
surface modeller, and because it got the one right license, the GPL.

> but I have yet to see an actual model for FG come out of BRLCad.

..aye.  "Hang in there", "somebody will have to go first."  ;o)
 
> Josh

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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