Plasticity has hired so many RUclipsrs to sell their product as I can see the "promotional" videos everywhere on RUclips. Nope, I'll stay with Blender :p
Ok this seems a bit based on a misunderstanding of the purpose between these two pieces of software. One is a 3D modelling and animation software, and the other is a solid body modelling software. In other words, one is meant for virtual purposes (games, textures media, animation), and the other is meant for manufacturing purposes (with rendering features to preview final output). Sure, there is some functional overlap, but there is a lot of functionality unique to either that they don't really compete.
The fact that we see too many plasticity users say "it's better than blender" instead of sayin "hey this is so cool" shows the popularity of blender over these years. I'm not a cad modeler so I'm using blender and 3d max. but for cad users there are tons of options available. IT"S NOT A CORRECT COMPARISION! u should compare it with solidworks or autodesk invention. u see where I'm going with it?
for the price I prefer 2000% blender, at least those who don't have money can create and not always let those who can afford softwares to express themselves and we can be very grateful to everyone who worked on this software to make it free.
If your bread and butter is 3D modeling something FAST then Plasticity is the way to go... If you have the time to learn the processes for achieving the same things in Blender, there's no reason not to save the money.
@@SteveJones-uf9hs what do you mean about grifter....like those who are using others creations with some AI's without paying anything to the creators except a few bucks to the AI service ?
@@joshuabornerthat’s not about if it’s fair or not free will always be more accessible than paid and blender is good enough for most amateurish works and for those going pro they will be more interested in industry standards instead
Predatory pricing policy for a newbie company/individual. $299 for a license, that too have updates included only for 1 year. So after 1 year you have to buy again.
What’s better? I’m buying a printer with my tax return. Thought I would have to buy a workstation pc but starting to realize that’s probably not too necessary. I have many ideas Many
currently it cos 150 usd and at the time of this video it was 100 usd so I'm not sure what youre talking about. Also 1 year of updates means just that - after one year you are forever left with the version it ended with at the moment, you never have to buy new license
I can model literally everything in this video in blender. Not only can i give the resulting models a significantly better topology than plasticity can, I can add controls and nuance to every shape here that plasticity cannot. There is no such thing as an impossible shape in blender. If it is manifold - it can be made. Ill go head to head with plasticity anytime. Let anyone decide which version of a shape they would rather use - Mine or plasticity's.
@@weplaywax you think this very average 3d RUclipsr got compensated to push Plasticity? LOL, nah, he just found some amazing software that's all. Company 'behind' Plasticity? It's one man...that's it...
@@unclemonty9506 "try manufacturing it" bitch please. You sound like a digital boomer trying to look modern for the younglings by using AI randomly in your comment. Get outta here.
@@unclemonty9506 the sadistic glee of people like you saying shit like that always gets me. You've never possessed a skill somebody else would envy, so now you think you're getting even. You're not. You're still a jealous little cunt.
Plasticity is based on Nurbs and Blender is based on Polygons. Back in my time in 2001 there were special tools in 3dsMax to do Nurbs modelling. Catia and Solidworks have always been Nurbs based as they were used for CAD and CAM (Cost more than a Car). But now the two worlds are merging. I think we underestimate the power of Blender, but you should try creating Booleans in 3dsmax Version 4 and 5. You will in 2001 2002 and you will never be able to do more than one Boolean. Plasticity is definitely the future for Nurbs and 3d printing. But it will not replace Blender.
Nurbs Surfaces lack UV Mapping properly like Poly surfaces. That is why you have to convert them to poly and retopologies before doing UVW unwrap. They are good for 3D printing as they are more precise in the form. But they are not great for Virtual space.
@@Mranshumansinghr you are fundamentally wrong. if you done nurbs modelling right way then the UVs automatically follows the surface and there is no need to do extra retopology work which is must in polygonal modelling work.
It is entirely possible to do these things in Blender, and get good shading, but Plasticity does have some bleeding-edge methods for getting it done, where Blender takes quite a few more steps to achieve what you did in a few clicks. So it's inaccurate to say "impossible"... although it may *seem* impossible, because it does take more effort to achieve those effects in Blender in its current state. You did a good job at highlighting some of the things Blender struggles with. Blender is constantly being updated and improved, so hopefully the awesome devs learn from Plasticity, Womp, and the people putting in the effort to create SDFs in Blender and they give us these tools out of the box soon.
Despite the limitations, we can’t beat “free” when choosing a cost effective piece of software unless the paid option really adds to your productivity. I am fine with Blender so far (it has been over 20 years already!)
So… your saying CAD is better than blender?? They are completely different things! Poly modeling and vector modeling have their own ups and downs, there is no best ever choice. I swear you must be sponsored by plasticity😂 edit: yes, i watched the video to the end.
Yeah. This whole video is "Non-polygonal modeling program does some things better than polygonal modeling software". "Spoons are better for eating soup than forks, so spoons are the ultimate utensil!". And despite the repeated use of the word "impossible", nothing int his video is *impossible* in Blender, it's just more difficult.
But Blender is free! All of those things can be done in Blender. Just takes a bit of work/thinking. For example, if you want to cut a circular hole into a sphere, don't start at the side of the sphere. If it's necessary to cut into the side, just work on the geometry a bit. You can't expect a software to do everything you want. The cube with the slope cut into the edge - just add two edge loops.
Free version of the Fusion360 is more powerful than Plasticity. Thereis a limitation that you can't edit more than 10 active projects, but you can easily get around that limitation.
2:20 Sweeps and Lofts *are* actually achievable inside Blender: For sweeps you can use curves with custom profiles from other curves. For Lofts you can use the "Bridge Edge Loops" action in the edge menu or the Loop Tools addon that comes built in to bridge between faces. You can tweak the number of cuts and twists between each form.
Square + Circle + Triangle + Rectangle. In Blender, there is no way you can achieve this with "Brigde Edge Loops" like Plasticity does. I never heard of this software before seeing this video, but I've tried for a few moments after that. I am not sure about the software's quality but the program in it's behind, looks promising. I believe eventually, 3D world will change it's algorithm from Polygons to something else. This can be a start.
@@jackpaynevc problem is, this is not a new invention, it has just been applied to classic polymodeling techniques. things like NURBS curves and surfaces have been a thing for a while now, even catmull-clark subdivision could be basically considered similar i sort of doubt this would make a difference outside of modeling, it'd be a LONG way before polygons are dropped, since they're the basis of the entire rendering pipeline, from z-test to object shaders, they're all based on vertices this is a really interesting topic though, i kind of see a resemblance to the comparison between raster and vector images, but in 3d. Still, i'm very new to this
@neuroblossom Create the individual shapes by using a circle and then determine the segments for each shape. Then join them and then bridge loop them. That is how it's done in Blender. I am a newbie but I learned that 2 weeks ago.
CAD is a very general term. Computer Aided Design. That's all. You use it like it has a specific tool set list or software. AUTOCAD is CAD however it can't do much of the things that Blender can do let alone Plasticity.
Being a games programmer, at one time you could pay a one off price for modeling Software like $200 but now some companies want $200 a month and the product is NEVER yours. Blender and Sketchup is no use for solid models unless you spend hours fixing your model. I have just started on 3d printing and have not decided on a good product yet.
You can texture easily with ngons, FYI. This is a common misconception and completely false. The only thing us you need clean quad-based geo if for UVing sometimes.
If u r using 3ds max just import it in STP file and thrrough modifier increase the product quality of the surface of each object to production. And u will have a flawless surface.
Blender is a free, open source, much lager community, infinitely more features... no reason to move to plasticity. Its a nice toy. I will use Inventor or Solidworks if I want a Nurbs based workflow. Wouldent be surprised if Blender added a Nurbs based modeling process at some point.
I use Blender for about 3 years now and while I don't model alot to need a specific software for it, it's awesome to see how there is such a variety of quality programs out there, to make the 3D workflow as customizable and practical as possible
Josh whole plasticity is much better than Rhino for model however I would rather use Fusion360 which has also the ability to use polygon subD geometry and convert to BREPS. ;) You should call your video being about hard surface modeling - the title is misleading.
I personally fail to see anything that's new in Plasticity vs Hardops/MeshMachine/Boxcutter. You do have to clean up the export from Plasticity anyways no?
Any CAD program work same good as Plasticity. So why Plasticity? Why not Moi 3D or Autodesk Fusion? Its not the best. Its different. Try not get good topoly object from that. You will fail.
since it doesn't use polygons, i think i'll have some issues when i'm trying to do some assets for a game objects, don't you think? so it's strictly for rendering apparently. or i'm missing something?
Welp, if you gotta compare some software to Blender in order to argue that software is better aaaaaand you gotta pay for it, you are just setting yourself up for ridicule :x Blender is one of the most powerful pieces of software i've ever worked with and its completely free! Its just amazing in this day and age where everything is monetized!
Rhino is good for CAD. Now you don’t have to buy a plug-in for rendering. Doesn’t do animation. Blender is free. And if that’s what you can afford, it does a lot.
It's not "ultimate" 3D modelling software. It's just different based on different principles. And also not as free as blender. Kinda worth to try it out but not much more for me. And "node-locked" licenses should really go into the void.
The Blender>Plasticity bridge isn't a rumor, the author of the program has already finished coding it, and apparently it will ship with the 1.3 release. There ARE ways to do parametic cad in blender from what i've seen on youtube, but that requires a paid addon that isn't feature-complete yet, and a lot of what you've said isn't possible in Blender isn't techincally true, it IS possible, but you need addons for it, most of which you probably have to pay for. That said though, plasticity is VERY good at hardsurface modeling, sure, it's not parametic like Fusion 360 or onshape or shapr3d, but it's a buy-and-keep software, very affordable, and isn't tied to the cloud, and you don't need a subscription to get at all it's features. It'll be interesting to see where Plasticity will be in 10 to 20 years, considering how Blender started out in the 90s as the brain child of a single guy developing it, and to where it has gotten now.
Blender + Plasticity is an amazing combo, with Plasticity development very active and new features arriving regularly (for those on Studio license, anyhow). Also, Plasticity is very reasonably priced, with no subscription bollocks. Highly recommended!
Studio: Individual license. Commercial use allowed Version 1.X updates included All updates included for 12 months, including major (2.x) releases Access to the beta program for 12 months - help shape the direction of new features Indie: STEP, OBJ, and Parasolid import/export Individual license. Commercial use allowed Version 1.x updates included actually looks like it is buy again style at the moment. No info on what is going to happen at the end of year one... Yes its cheaper than Fusion and other platforms but it is not as mature as well. If the Blender addon shows up and the pricing is polished then it will be interesting to look into. Building in Cad software then throwing it into Blender would be awesome but again if you can export from Fusion 360 then why would we need this again? I hope they succeed but I am skeptical at the moment. I have been using cad a very long time and the bevel thing in Blender is just retarded. I have driven Josh and Ryuu nuts with all my questions but now I am used to it. As Ryuu said "Vanilla Blender experience is essential, Vanilla workflow is retarded" So if I look at my Blender investment and stuff that I will probably buy it is worth it because it is really buy and own. I am currently checking the development of the Cad addon for blender.
Plasticity really does deserve the praise it's getting, the ability to do whatever you want without breaking manifold of generated export objects is amazing for 3d printing. It's just so powerful and intuitive that I've not had a reason to keep struggling through freecad. Now I can have accuracy and aesthetics however I want them. I keep learning new features that make my experience more enjoyable and productive, while updates keep dropping that are pretty exciting. Bool and loft operations are just like magic, the ability to create an object out of the surface of other nearby selected surfaces just recently blew my mind. It's wild and is everything I was looking for and applied in a way that is concise and more importantly searchable. FYI blender loop cuts are 'isoparam' that is one that's super important to know!
It’s hactually the step back. Knowing the topology issues makes you unlimited, although after ur getting all the wisdom of that knowledge speed is the priority. Agree
funny that you say that these things are not possible in Blender, I do them mostly all the time, but between your examples and me is one difference I know of these Problems and avoid them from the beginning so I never enconter these Problems since my Models gets created with that in mind ^^
Quick tip! When exporting via OBJ from Plasticity to Blender, make sure that you remove the baked in normals from the geometry that you import. MOST of the time, this fixes weird shading issues. Let me know if this helped you!
The catch is the shading isn't always the best in more complex models when exporting from Plasticity, so the same problems mentioned at the start remain. It's a useful tool in the sense that it can help you make harder shapes faster and easier, but aside from that, it doesn't really solve much.
I wondered how long it would be before some Blender users took a good look at Plasticity. It's not really CAD per se, its a NURBS modeler. It handles boolean much better than Blender and allows you to enter dimension info much easier. Blender is still a much more powerful solution for a lot of things, but it's very early days for Plasticity. It needs to be on everyone's radar.
@@anonymouse527 in what way when doing a modeling command or drawing a sketch ? Plasticity is a rhino / free form clone using direct modeling and not a parametric modeler. Further the focus is quick concept modeling and not detailed engineering modeling. For that use Fusion360 SW ProE or Shapr3D
as a blender user, i HATE the fanatical behavior of the community.... jesus christ im scrolling through the comments and its unreal how many blender users are allergic to the IDEA of using another software in their workflow... guys blender isnt perfect nor the second coming of jesus in software form FAR from it, you call everyone else elitists but you're doing THE EXACT SAME THING other software can help you achieve better and faster results AND knowing multiple programs is amazing it makes you into a absolute weapon in whatever you want to do and as for the price if that is really an issue like.... you're on the internet im sure theres a way matey ;) especially for the most outrageous ones ( looking at you autodesk and maxon )
@@JoshGambrell I'm loving blender! But i guess you pick the right tool for the job at hand, and whatever feels best. I will try plasticity on your recommendation, thx for suggesting. btw wrt CAD, Jonathan at Makertales has made a fantastic series of videos on blender for precision modeling and 3D printing that you may enjoy, including some on using the CAD Sketcher addon. My advice to beginners wanting to just get started with 3D remains blender - there are so many things it can do! Opens a lot of doors for creativity. Lately I've been having a ball with animations and physics. Haven't seen many tutorials on metaball modeling, which gives really clean organic shapes, want to experiment with that more. Anyway! Your videos and insights are so great thanks again.
Plasticity, is it kind of a "Rhino" software but with a cleaner and simpler UI ? look's nice to use, does it has an alternative to geometry node / grasshopper ?
@@spaceman-pe5je it's not that ez, i know it. but in softwares like rhino, it is extremely handy for CAD modelling, unlike blender which only had extremely basic nurbs modelling
Wait for blender 4 … it will crush the cad modeling as. They are reconstructing the mesh algorithm since last September, so you might find this bevel problem gone to dust
@@khalatelomara It is very useful for design purposes, something you can make in Blender and then import into CAD-software as a design-element where accuracy isn't that important. I usually only use CAD, so I view Blender through that lense for me. For 3D-artists and rendering it's awesome from what I've heard and seen.
I worked with several different CAD softwares like (Inventor, Catia, AutoCAD, Solid Works, Cimatron) and almost all of them can achieve those kind of geometries without any problems most of them use Nurbs and not Polygons and therfore booleans problems, shading issues or terms like Ngons are not even a thing non the less Plasticity looks really interesting and I will probably have a look into it
Many 3D modeling Softwares as there Game Engines out there, but Blender will always be numero Uno because its can do everything and is free, until I see a full 3D modeling with full blown Character Setup and simulation tools for free Blender will have no equal
I think the issues we face during that type of modeling workflow is because of our approach to modeling. Blenderbros Workflow mostly consists of NGON modeling, which I think is not an efficent way to learn about modeling and topology. Defiently not saying this approach is bad, I still have their game ready asset course in my arsenal, but thats not how you will learn topology. And I also think mainly in the end it's not about software but about the principles and workflow you use. Respect and Regards
Looks like you just discovered CAD? Been using Fusion 360 (which is FREE BTW) for years now and once you see how wonderful booleans can be you will never do this kind of thing in Blender ever again. And of course there are so many other amazing things in Fusion/CAD for hard surface models that I suggest everyone just watch some tutorials...
I´ve watched the progress of plasticity and it caught my eye mostly because the workflow setup is very similar to blender. Imagine having both programs running in tandem for every object an dynamically change the tools back and forth.
I am in love with this sotfware, its a hard surface modleing heaven, although there are so many professional and artist friendly cad softwares out there but this thing is a beast, its smooth like butter, once u get a grip on this u can never go back to ploygon hard surface modeling, i learnt this in a week or so there are tons of tutorials already on YT. THe good thing is I can import STP file in 3ds max so there is no issue in surface. Thank u Josh fo highlighting this software.
How does it compare to something like sketch up? Does it have the concept of inferencing, push, punch, pull, follow me (extrude along a path), object arrays , etc...?
It's true, Plasticity is very good, quite easy to use, but its problem is when exporting, the topology of its models is not very good, there are times when it superimposes polygons and this is somewhat complex when it comes to maps UVs
Slight problem, once you export the Plasticity model you are converting it to regular poly modelling which IS prone to shading errors. Particularly if you export at low resolutions. Or the inverse will be true, you will end up with an insanely dense mesh that you will be able to do nothing with or have to retopo leading to those same shading issues.
@@TerenceKearns it's not a matter of price point. It's a matter of software. Shading in Blender is determined by the location of geometry as apposed to mathematical expressions in CAD software. No addon is ever going to change the fundamental rendering engine of Blender. This was the overly sensationalized point of the video. Whether it is through an add-on that exports a CAD model live into Blender, or exporting the final model, as soon as it hits Blender you are likely to run into shading issues as I commented above. If I am not mistaken similar is likely to happen if you imported a quad based mesh model into a triangle based mesh game engine .
@@schemage2210 So its basically useless if you are into virtual production? What about UV-Unwrapping then? And what about texturing in Substance Painter? I am working with Unreal, but without UV-Unwrapping its basically useless to buy Plasticity.
"which you will be able to do nothing with" - ??? You export a very dense and smooth mesh from plasticity, and then... bake it to a low poly in any kind of game workflow
@@emrearslan9572 you're gonna be making a low poly and baking ultimately. so a high poly from Plasticity is no harder to work with than a sub-d high poly.
Plasticity is to blender, as illustrator is to photoshop. Demonstrating certain comparisons between the output from the two will make people who don’t know what that distinction really means, infer that the vector software is radically superior. At the end of the day, there will be things you will need to import your plasticity creations into blender for, and when you do, you’re going to find that, not only do certain edge features do not survive that journey with the same characteristics, but that native blender creations can achieve better resolved objects than their plasticity imported counterparts (although this will potentially be addressed in an update, since plasticity being math based, would imply that the current limitations were arbitrary assigned by the programmers).
Yup For a new indi developed software with uncertain future with no export for cad on $100 licence is expensive. The full version is $300 which makes It more expensive than adobe modeler on steam. I played with it, i liked it, but I don't feel like it's worth $100
does it have some kind of bending instruments ? Like "sheet metal" in fusion 360 or like "bend modifier" in maya? I like to make details on flat surface, then bend it into cylinder prop etc.
unsubscribe, Stop saying something is impossible in blender, There are work arounds. The phrase you're looking for isn't "impossible" but "not native in blender" . Impossible denotes that the operation or end result is impossible with Blender... >_>
Shading problems in Blender, and as far as I know, can be overcome, especially those related to curved surfaces such as the shape of a cylinder. For example, one of the impressive solutions data transfer
One of the easier programs to model in my opinion is c4d. Though I don't use it bc it is so expensive. While this costs money it isn't too high in comparison. However w/ blender if you already own hard ops and box cutter this is sort of a hard sell unless you like the workflow. But even w/out hard ops, in blender if I want to cut the default cube I can simply add a plane with a solidify modifier and resize it a bit. Then hold Ctrl and minus to cut the shape. If I want to separate it as two pieces I can press p for part. I know this is a destructive method but w/ box cutter I can edit the boolean at any time. So not sure what I would be getting other than saving a few extra steps only to have extra steps by exporting and UV unwrapping in another program. I think once it streamlines the cutter in a way that doesn't make it unnecessarily confusing and if you add the ability to add textures than it will be worth the investment if not more. For modelers I feel that's what it is, not about what is a better mouse trap but the investment must be worth the time saved.
►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/?el=jg
Plasticity has hired so many RUclipsrs to sell their product as I can see the "promotional" videos everywhere on RUclips. Nope, I'll stay with Blender :p
Ok this seems a bit based on a misunderstanding of the purpose between these two pieces of software. One is a 3D modelling and animation software, and the other is a solid body modelling software. In other words, one is meant for virtual purposes (games, textures media, animation), and the other is meant for manufacturing purposes (with rendering features to preview final output).
Sure, there is some functional overlap, but there is a lot of functionality unique to either that they don't really compete.
The fact that we see too many plasticity users say "it's better than blender" instead of sayin "hey this is so cool" shows the popularity of blender over these years. I'm not a cad modeler so I'm using blender and 3d max. but for cad users there are tons of options available.
IT"S NOT A CORRECT COMPARISION!
u should compare it with solidworks or autodesk invention. u see where I'm going with it?
for the price I prefer 2000% blender, at least those who don't have money can create and not always let those who can afford softwares to express themselves and we can be very grateful to everyone who worked on this software to make it free.
If your bread and butter is 3D modeling something FAST then Plasticity is the way to go...
If you have the time to learn the processes for achieving the same things in Blender, there's no reason not to save the money.
of course you do if you are a free loading grifter
@@SteveJones-uf9hs what do you mean about grifter....like those who are using others creations with some AI's without paying anything to the creators except a few bucks to the AI service ?
I think 100$ for a one time payment is fair compared to other software these days. Some stuff in 3d costs way more than that on a monthly basis
@@joshuabornerthat’s not about if it’s fair or not free will always be more accessible than paid and blender is good enough for most amateurish works and for those going pro they will be more interested in industry standards instead
Shouldn't you clarify that this video was sponsored by Plasticity?
Predatory pricing policy for a newbie company/individual.
$299 for a license, that too have updates included only for 1 year. So after 1 year you have to buy again.
What’s better? I’m buying a printer with my tax return.
Thought I would have to buy a workstation pc but starting to realize that’s probably not too necessary.
I have many ideas
Many
currently it cos 150 usd and at the time of this video it was 100 usd so I'm not sure what youre talking about. Also 1 year of updates means just that - after one year you are forever left with the version it ended with at the moment, you never have to buy new license
I can model literally everything in this video in blender. Not only can i give the resulting models a significantly better topology than plasticity can, I can add controls and nuance to every shape here that plasticity cannot. There is no such thing as an impossible shape in blender. If it is manifold - it can be made. Ill go head to head with plasticity anytime. Let anyone decide which version of a shape they would rather use - Mine or plasticity's.
Teach me your ways 😮
in the virtual world...try manufacturing it and you will be laughed at. The digital realm is going to be dominated by AI and you will be obsolete
@@weplaywax you think this very average 3d RUclipsr got compensated to push Plasticity? LOL, nah, he just found some amazing software that's all. Company 'behind' Plasticity? It's one man...that's it...
@@unclemonty9506 "try manufacturing it" bitch please.
You sound like a digital boomer trying to look modern for the younglings by using AI randomly in your comment.
Get outta here.
@@unclemonty9506 the sadistic glee of people like you saying shit like that always gets me. You've never possessed a skill somebody else would envy, so now you think you're getting even.
You're not. You're still a jealous little cunt.
Plasticity is based on Nurbs and Blender is based on Polygons. Back in my time in 2001 there were special tools in 3dsMax to do Nurbs modelling. Catia and Solidworks have always been Nurbs based as they were used for CAD and CAM (Cost more than a Car). But now the two worlds are merging. I think we underestimate the power of Blender, but you should try creating Booleans in 3dsmax Version 4 and 5. You will in 2001 2002 and you will never be able to do more than one Boolean. Plasticity is definitely the future for Nurbs and 3d printing. But it will not replace Blender.
Blender has nurbs too, the tools are not as deep as the poly tools, but blender does support nurbs , this video confused me.
Nurbs Surfaces lack UV Mapping properly like Poly surfaces. That is why you have to convert them to poly and retopologies before doing UVW unwrap. They are good for 3D printing as they are more precise in the form. But they are not great for Virtual space.
@@Mranshumansinghr you are fundamentally wrong. if you done nurbs modelling right way then the UVs automatically follows the surface and there is no need to do extra retopology work which is must in polygonal modelling work.
Fusion360? You have NURBs TSplines, and pretty much anything.
@@amigodesigns Yeah but Fusion 360 is not as good as Plasticity and it is very expensive for commercial use.
It is entirely possible to do these things in Blender, and get good shading, but Plasticity does have some bleeding-edge methods for getting it done, where Blender takes quite a few more steps to achieve what you did in a few clicks.
So it's inaccurate to say "impossible"... although it may *seem* impossible, because it does take more effort to achieve those effects in Blender in its current state.
You did a good job at highlighting some of the things Blender struggles with. Blender is constantly being updated and improved, so hopefully the awesome devs learn from Plasticity, Womp, and the people putting in the effort to create SDFs in Blender and they give us these tools out of the box soon.
Despite the limitations, we can’t beat “free” when choosing a cost effective piece of software unless the paid option really adds to your productivity.
I am fine with Blender so far (it has been over 20 years already!)
I only discovered Blender last year an I am amazed that it's been out for so long
Is it FREE like Blender? If no, then how better it functions is NOT the point. I'm broke!!!!!
So… your saying CAD is better than blender?? They are completely different things! Poly modeling and vector modeling have their own ups and downs, there is no best ever choice. I swear you must be sponsored by plasticity😂 edit: yes, i watched the video to the end.
Yeah. This whole video is "Non-polygonal modeling program does some things better than polygonal modeling software". "Spoons are better for eating soup than forks, so spoons are the ultimate utensil!". And despite the repeated use of the word "impossible", nothing int his video is *impossible* in Blender, it's just more difficult.
Absolutely! Although some things he used as an example are actually really easy to do in blender once you know how.
Watch the video next time.
@@JoshGambrell i did dude, you can loft in blender easily
You called it the “ultimate” 3D software even from the start.
But Blender is free! All of those things can be done in Blender. Just takes a bit of work/thinking. For example, if you want to cut a circular hole into a sphere, don't start at the side of the sphere. If it's necessary to cut into the side, just work on the geometry a bit. You can't expect a software to do everything you want. The cube with the slope cut into the edge - just add two edge loops.
You know what isn't free? Time.
@@thorn- Indeed. Like all the time required to convert these Plasticity meshes into something useable.
There's no way I'm switching to plasticity after using blender. Plus I'm beginning to get fond of using blender and now this video pop up.
To me, this just highlights how awesome Blender is for a free software.
Free version of the Fusion360 is more powerful than Plasticity.
Thereis a limitation that you can't edit more than 10 active projects, but you can easily get around that limitation.
thank you for that, I almost donwload the free version but I if fusion is better is that ok
Blender is free and is improving every blessed day
2:20 Sweeps and Lofts *are* actually achievable inside Blender:
For sweeps you can use curves with custom profiles from other curves.
For Lofts you can use the "Bridge Edge Loops" action in the edge menu or the Loop Tools addon that comes built in to bridge between faces. You can tweak the number of cuts and twists between each form.
Square + Circle + Triangle + Rectangle. In Blender, there is no way you can achieve this with "Brigde Edge Loops" like Plasticity does. I never heard of this software before seeing this video, but I've tried for a few moments after that. I am not sure about the software's quality but the program in it's behind, looks promising. I believe eventually, 3D world will change it's algorithm from Polygons to something else. This can be a start.
@@jackpaynevc problem is, this is not a new invention, it has just been applied to classic polymodeling techniques.
things like NURBS curves and surfaces have been a thing for a while now, even catmull-clark subdivision could be basically considered similar
i sort of doubt this would make a difference outside of modeling, it'd be a LONG way before polygons are dropped, since they're the basis of the entire rendering pipeline, from z-test to object shaders, they're all based on vertices
this is a really interesting topic though, i kind of see a resemblance to the comparison between raster and vector images, but in 3d. Still, i'm very new to this
@@Throndronis i would love to see what you come up with replicating the loft between multiple shapes like in the video, in blender.
@@neuroblossom It's no problem at all. Make those shapes, line them up, give them the same number of vertices. With loop tools just click loft.
@neuroblossom Create the individual shapes by using a circle and then determine the segments for each shape. Then join them and then bridge loop them. That is how it's done in Blender. I am a newbie but I learned that 2 weeks ago.
A plasticity and blender workflow looks like a huge time saver! Thank you for covering this.
I can't believe that paid professional CAD software is better than free modeling software targeted toward hobbyists.
CAD is a very general term. Computer Aided Design.
That's all. You use it like it has a specific tool set list or software.
AUTOCAD is CAD however it can't do much of the things that Blender can do let alone Plasticity.
Being a games programmer, at one time you could pay a one off price for modeling Software like $200 but now some companies want $200 a month and the product is NEVER yours. Blender and Sketchup is no use for solid models unless you spend hours fixing your model. I have just started on 3d printing and have not decided on a good product yet.
Plasticity is fantastic but exports most often require a lot of cleaning up and manual work. Att least if you need to texture the objects.
Recommend keeping NGONs as you will get a mesh similar to BoxCutter/Hops. You can then remove edges to make a low-poly for baking and UV-ing.
What if i zremesh it
You can texture easily with ngons, FYI. This is a common misconception and completely false. The only thing us you need clean quad-based geo if for UVing sometimes.
If u r using 3ds max just import it in STP file and thrrough modifier increase the product quality of the surface of each object to production. And u will have a flawless surface.
You don't need to cleanup the mesh, just UV unwrap it and texture it.
Plasticity is in blender now and it’s combined both worlds 🙌🏽
Ever thought about Plasticity tutorials down the line, Josh? I really like the way you show/explain things, so that would be a tasty treat!
Blender is a free, open source, much lager community, infinitely more features... no reason to move to plasticity. Its a nice toy.
I will use Inventor or Solidworks if I want a Nurbs based workflow.
Wouldent be surprised if Blender added a Nurbs based modeling process at some point.
Already paid $0 for Blender, can't spend another $99 on this.
When you see title "better than Blender" it's always paid promotion for plasticity.
What a f****** dishonest chore to see.
You know you have to tell your suscribers when a video is sposored, right?
I use Blender for about 3 years now and while I don't model alot to need a specific software for it, it's awesome to see how there is such a variety of quality programs out there, to make the 3D workflow as customizable and practical as possible
I'm a mechanical engineering and way better aware of CAD softwares...
But it's not fair to compare a CAD software with a polygon modeling software.
Conparing a free open source software against a paid software and claim it is better is just scam.
not a scam... this is the state of youtube... they are all paid shills
Bro really got his mind blown when he found out about CAD software xD
Out of curiosity, why not just use Fusion? Hobby lisence is free.
Josh whole plasticity is much better than Rhino for model however I would rather use Fusion360 which has also the ability to use polygon subD geometry and convert to BREPS.
;)
You should call your video being about hard surface modeling - the title is misleading.
so placticity = end of hard ops?
No, more like “friend” of Hard Ops. Use both.
Its node-locked BS (locked to however many computers). Thats reason enough to pass on this and just get better at Blender.
I personally fail to see anything that's new in Plasticity vs Hardops/MeshMachine/Boxcutter. You do have to clean up the export from Plasticity anyways no?
No. Why would you clean the export? Depends on your pipeline and if you need clean topology.
Is this not just comparing polygon based modeling vs CAD modeling? Ofc it doesn't run into issues causes by polygons, but once you export it, it will.
Any CAD program work same good as Plasticity. So why Plasticity? Why not Moi 3D or Autodesk Fusion? Its not the best. Its different. Try not get good topoly object from that. You will fail.
I have tutorials on MoI. They are both fantastic.
since it doesn't use polygons, i think i'll have some issues when i'm trying to do some assets for a game objects, don't you think? so it's strictly for rendering apparently. or i'm missing something?
oh, fuck me, it is possible. thanks for the tip, this is huge
Welp, if you gotta compare some software to Blender in order to argue that software is better aaaaaand you gotta pay for it, you are just setting yourself up for ridicule :x
Blender is one of the most powerful pieces of software i've ever worked with and its completely free! Its just amazing in this day and age where everything is monetized!
I agree with you - but I wasn’t arguing anything was better. In fact, the video suggested the exact opposite. They are both unique pieces of software.
Rhino is good for CAD. Now you don’t have to buy a plug-in for rendering. Doesn’t do animation. Blender is free. And if that’s what you can afford, it does a lot.
Great software, but it's not free. Given time, Blender will incorporate these features into it's set.
It's not "ultimate" 3D modelling software. It's just different based on different principles.
And also not as free as blender. Kinda worth to try it out but not much more for me. And "node-locked" licenses should really go into the void.
The Blender>Plasticity bridge isn't a rumor, the author of the program has already finished coding it, and apparently it will ship with the 1.3 release. There ARE ways to do parametic cad in blender from what i've seen on youtube, but that requires a paid addon that isn't feature-complete yet, and a lot of what you've said isn't possible in Blender isn't techincally true, it IS possible, but you need addons for it, most of which you probably have to pay for.
That said though, plasticity is VERY good at hardsurface modeling, sure, it's not parametic like Fusion 360 or onshape or shapr3d, but it's a buy-and-keep software, very affordable, and isn't tied to the cloud, and you don't need a subscription to get at all it's features. It'll be interesting to see where Plasticity will be in 10 to 20 years, considering how Blender started out in the 90s as the brain child of a single guy developing it, and to where it has gotten now.
But, it's not free, and it's expensive I can't afford it.
Blender + Plasticity is an amazing combo, with Plasticity development very active and new features arriving regularly (for those on Studio license, anyhow). Also, Plasticity is very reasonably priced, with no subscription bollocks. Highly recommended!
" Plasticity is very reasonably priced, with no subscription bollocks"
This.
This is why your comment is so freaking awesome. Thank you
Studio:
Individual license. Commercial use allowed
Version 1.X updates included
All updates included for 12 months, including major (2.x) releases
Access to the beta program for 12 months - help shape the direction of new features
Indie:
STEP, OBJ, and Parasolid import/export
Individual license. Commercial use allowed
Version 1.x updates included
actually looks like it is buy again style at the moment. No info on what is going to happen at the end of year one... Yes its cheaper than Fusion and other platforms but it is not as mature as well. If the Blender addon shows up and the pricing is polished then it will be interesting to look into. Building in Cad software then throwing it into Blender would be awesome but again if you can export from Fusion 360 then why would we need this again? I hope they succeed but I am skeptical at the moment.
I have been using cad a very long time and the bevel thing in Blender is just retarded. I have driven Josh and Ryuu nuts with all my questions but now I am used to it. As Ryuu said "Vanilla Blender experience is essential, Vanilla workflow is retarded" So if I look at my Blender investment and stuff that I will probably buy it is worth it because it is really buy and own.
I am currently checking the development of the Cad addon for blender.
Plasticity really does deserve the praise it's getting, the ability to do whatever you want without breaking manifold of generated export objects is amazing for 3d printing. It's just so powerful and intuitive that I've not had a reason to keep struggling through freecad. Now I can have accuracy and aesthetics however I want them. I keep learning new features that make my experience more enjoyable and productive, while updates keep dropping that are pretty exciting. Bool and loft operations are just like magic, the ability to create an object out of the surface of other nearby selected surfaces just recently blew my mind. It's wild and is everything I was looking for and applied in a way that is concise and more importantly searchable. FYI blender loop cuts are 'isoparam' that is one that's super important to know!
Its like comparing Blender with Rhinoceros dude. Two totally different focuses ✌️... Anyway, great channel for hard surface modellers
material works isnt listed ? is it really out yet? couldn't find it on the blender market too :(
Releasing in July
can export to asset game?
It’s hactually the step back. Knowing the topology issues makes you unlimited, although after ur getting all the wisdom of that knowledge speed is the priority. Agree
funny that you say that these things are not possible in Blender, I do them mostly all the time, but between your examples and me is one difference I know of these Problems and avoid them from the beginning so I never enconter these Problems since my Models gets created with that in mind ^^
But have you tried CAD sketcher addon for Blender? Seems it fixes boolean operations, and makes it CAD like.
I have not
So in a nutshell Blender is the 3D Adobe Photoshop and Plasticity is the 3D Adobe Illustrator?
Quick tip! When exporting via OBJ from Plasticity to Blender, make sure that you remove the baked in normals from the geometry that you import. MOST of the time, this fixes weird shading issues.
Let me know if this helped you!
I always get skeptical when something is too good to be true. There's always a catch.
Don't know what to tell ya brother. It's the real deal. I've been using it. And I have zero percent sponsorships or kickbacks from their software.
@@JoshGambrell I appreciate your honesty sir. Consider me convinced!
The catch is the shading isn't always the best in more complex models when exporting from Plasticity, so the same problems mentioned at the start remain. It's a useful tool in the sense that it can help you make harder shapes faster and easier, but aside from that, it doesn't really solve much.
@@LuciusVulpes Shading has been my Achilles heal for some time now.
Rhino 3d is almost free, if you wanna work with CAD
I think you need to read the Blender Documentation on NURBS Curves and NURBS Surfaces.
I wondered how long it would be before some Blender users took a good look at Plasticity. It's not really CAD per se, its a NURBS modeler. It handles boolean much better than Blender and allows you to enter dimension info much easier. Blender is still a much more powerful solution for a lot of things, but it's very early days for Plasticity. It needs to be on everyone's radar.
Depends on what you want to model. Fusion 360 has been around for awhile and has been free of hobbyists
Does Plasticity have units now? If you wanted to create real prototypes and work in millimeters and degrees.
Plasticity which uses the Parasolid kernel is not really cad ? You are funny man.
@@cekuhnen um, if I remember correctly the developer told me that it's not possible to specify measurements.
@@anonymouse527 in what way when doing a modeling command or drawing a sketch ?
Plasticity is a rhino / free form clone using direct modeling and not a parametric modeler.
Further the focus is quick concept modeling and not detailed engineering modeling.
For that use Fusion360 SW ProE or Shapr3D
as a blender user, i HATE the fanatical behavior of the community....
jesus christ im scrolling through the comments and its unreal how many blender users are allergic to the IDEA of using another software in their workflow...
guys blender isnt perfect nor the second coming of jesus in software form FAR from it, you call everyone else elitists but you're doing THE EXACT SAME THING
other software can help you achieve better and faster results AND knowing multiple programs is amazing it makes you into a absolute weapon in whatever you want to do
and as for the price if that is really an issue like.... you're on the internet im sure theres a way matey ;) especially for the most outrageous ones ( looking at you autodesk and maxon )
Why not go with Fusion for your bevels and booleans then?
Tried it - didn't like it. I prefer Moi.
@@JoshGambrell I'm loving blender! But i guess you pick the right tool for the job at hand, and whatever feels best. I will try plasticity on your recommendation, thx for suggesting. btw wrt CAD, Jonathan at Makertales has made a fantastic series of videos on blender for precision modeling and 3D printing that you may enjoy, including some on using the CAD Sketcher addon. My advice to beginners wanting to just get started with 3D remains blender - there are so many things it can do! Opens a lot of doors for creativity. Lately I've been having a ball with animations and physics. Haven't seen many tutorials on metaball modeling, which gives really clean organic shapes, want to experiment with that more. Anyway! Your videos and insights are so great thanks again.
I'd advise everyone to pick up plasticity gun course on artstation to get started. Pretty insane what it can do!
Arrimus one?
@@untitled795 Alexei Kolb hand gun course
I'd advise to read reviews of that course before purchase...
@@anab0lic well that's a bummer. Haven't got past the fundamentals part. Pixel fondue also has good tutorials too
Agreed, PIxel Fondue is probably the fastest way to get up to speed with Plasticity
There is no software like Blender and all it"s functions.
Plasticity, is it kind of a "Rhino" software but with a cleaner and simpler UI ? look's nice to use, does it has an alternative to geometry node / grasshopper ?
Yeah, I use Rhino but it can be finicky at times. It's powerful though.
still, nobody talks about nurbs in blender...
Cause they are useless
have you used nurbs in blender? they aren't exactly capable of doing much easily
@@spaceman-pe5je it's not that ez, i know it. but in softwares like rhino, it is extremely handy for CAD modelling, unlike blender which only had extremely basic nurbs modelling
@@KanzakiZD yeah but you were talking about blender not rhino 😭
@@spaceman-pe5je well that's why... everyone should care more about nurbs in blender
Wait for blender 4 … it will crush the cad modeling as. They are reconstructing the mesh algorithm since last September, so you might find this bevel problem gone to dust
Blender will never be CAD-software as it is mesh-based.
@@iliketoast-q9b well maybe , but from what I saw last few years , blender became something else
@@khalatelomara It is very useful for design purposes, something you can make in Blender and then import into CAD-software as a design-element where accuracy isn't that important. I usually only use CAD, so I view Blender through that lense for me. For 3D-artists and rendering it's awesome from what I've heard and seen.
I'm so glad you covered plasticity. Nurbs based workflow is fantastic
early adopter of Plasticity. the Parasolid geo kernel and near class A surfacing flow is rocket fuel. F360 + Plasticity + Blender - - > WarHammer 🚀 🔥
I worked with several different CAD softwares like (Inventor, Catia, AutoCAD, Solid Works, Cimatron) and almost all of them can achieve those kind of geometries without any problems
most of them use Nurbs and not Polygons and therfore booleans problems, shading issues or terms like Ngons are not even a thing
non the less Plasticity looks really interesting and I will probably have a look into it
It IS worth noting that Plasticity can be purchased for $100, a whole lot less than the apps you mention above.
Many 3D modeling Softwares as there Game Engines out there, but Blender will always be numero Uno because its can do everything and is free, until I see a full 3D modeling with full blown Character Setup and simulation tools for free Blender will have no equal
I think the issues we face during that type of modeling workflow is because of our approach to modeling. Blenderbros Workflow mostly consists of NGON modeling, which I think is not an efficent way to learn about modeling and topology. Defiently not saying this approach is bad, I still have their game ready asset course in my arsenal, but thats not how you will learn topology. And I also think mainly in the end it's not about software but about the principles and workflow you use. Respect and Regards
Looks like you just discovered CAD? Been using Fusion 360 (which is FREE BTW) for years now and once you see how wonderful booleans can be you will never do this kind of thing in Blender ever again. And of course there are so many other amazing things in Fusion/CAD for hard surface models that I suggest everyone just watch some tutorials...
I´ve watched the progress of plasticity and it caught my eye mostly because the workflow setup is very similar to blender. Imagine having both programs running in tandem for every object an dynamically change the tools back and forth.
wheres the plasticity link???
Added it, sorry.
I am in love with this sotfware, its a hard surface modleing heaven, although there are so many professional and artist friendly cad softwares out there but this thing is a beast, its smooth like butter, once u get a grip on this u can never go back to ploygon hard surface modeling, i learnt this in a week or so there are tons of tutorials already on YT.
THe good thing is I can import STP file in 3ds max so there is no issue in surface.
Thank u Josh fo highlighting this software.
Is Plasticity as light as Blender?
How does it compare to something like sketch up? Does it have the concept of inferencing, push, punch, pull, follow me (extrude along a path), object arrays , etc...?
It's true, Plasticity is very good, quite easy to use, but its problem is when exporting, the topology of its models is not very good, there are times when it superimposes polygons and this is somewhat complex when it comes to maps UVs
$300 a year is def not worth it when comparing it to Blender.
Blender is still free....$99 is a lot of money
I was wondering when I was gonna see something from you on Plasticity. Glad to see it, its workflow is incredible and its only going to get better.
The question is it's free to use ? Also can be run in a low pc?
Slight problem, once you export the Plasticity model you are converting it to regular poly modelling which IS prone to shading errors. Particularly if you export at low resolutions. Or the inverse will be true, you will end up with an insanely dense mesh that you will be able to do nothing with or have to retopo leading to those same shading issues.
There's no way around that. Not at this price point. Plasticad is US$99 which is the price for two premium addons for blender.
@@TerenceKearns it's not a matter of price point. It's a matter of software. Shading in Blender is determined by the location of geometry as apposed to mathematical expressions in CAD software. No addon is ever going to change the fundamental rendering engine of Blender. This was the overly sensationalized point of the video.
Whether it is through an add-on that exports a CAD model live into Blender, or exporting the final model, as soon as it hits Blender you are likely to run into shading issues as I commented above.
If I am not mistaken similar is likely to happen if you imported a quad based mesh model into a triangle based mesh game engine .
@@schemage2210 So its basically useless if you are into virtual production? What about UV-Unwrapping then? And what about texturing in Substance Painter? I am working with Unreal, but without UV-Unwrapping its basically useless to buy Plasticity.
"which you will be able to do nothing with" - ???
You export a very dense and smooth mesh from plasticity, and then... bake it to a low poly in any kind of game workflow
@@emrearslan9572 you're gonna be making a low poly and baking ultimately. so a high poly from Plasticity is no harder to work with than a sub-d high poly.
Plasticity is to blender, as illustrator is to photoshop.
Demonstrating certain comparisons between the output from the two will make people who don’t know what that distinction really means, infer that the vector software is radically superior.
At the end of the day, there will be things you will need to import your plasticity creations into blender for, and when you do, you’re going to find that, not only do certain edge features do not survive that journey with the same characteristics, but that native blender creations can achieve better resolved objects than their plasticity imported counterparts (although this will potentially be addressed in an update, since plasticity being math based, would imply that the current limitations were arbitrary assigned by the programmers).
The topology guide link is broken...
When your yearly update maintenance expires do you have to repurchase the software at full price or is there a discount if you wanted further updates?
You're comparing free software to paid software? Cool, great job.
How did you join the 4 different shapes you showed? I can't figure out this software.
Goddamn, the blender community is like a cult.
😂😂😂😂 just reading the comments and they are all wiring fire 🔥🔥🔥
Nurbs versus Poly's. Alias has both now. Very expensive. Blender is free and Plasticity is $100. MOI is also Nurbs and under $400.
Yup For a new indi developed software with uncertain future with no export for cad on $100 licence is expensive. The full version is $300 which makes It more expensive than adobe modeler on steam. I played with it, i liked it, but I don't feel like it's worth $100
does it have some kind of bending instruments ?
Like "sheet metal" in fusion 360 or like "bend modifier" in maya?
I like to make details on flat surface, then bend it into cylinder prop etc.
Use imprint command in Plasticity to make details on surfaces…you can extrude in normal and any direction
meshmachine, plasticity or both? which version of plasticity do U use: indie or studio?
it's no different to using freecad, which you can seemlessley go between. plasticity isn't going to replace Blender
unsubscribe, Stop saying something is impossible in blender, There are work arounds. The phrase you're looking for isn't "impossible" but "not native in blender" . Impossible denotes that the operation or end result is impossible with Blender... >_>
changing programs that your channel was built on? not a good move...
Shading problems in Blender, and as far as I know, can be overcome, especially those related to curved surfaces such as the shape of a cylinder. For example, one of the impressive solutions data transfer
One of the easier programs to model in my opinion is c4d. Though I don't use it bc it is so expensive. While this costs money it isn't too high in comparison. However w/ blender if you already own hard ops and box cutter this is sort of a hard sell unless you like the workflow. But even w/out hard ops, in blender if I want to cut the default cube I can simply add a plane with a solidify modifier and resize it a bit. Then hold Ctrl and minus to cut the shape. If I want to separate it as two pieces I can press p for part. I know this is a destructive method but w/ box cutter I can edit the boolean at any time. So not sure what I would be getting other than saving a few extra steps only to have extra steps by exporting and UV unwrapping in another program. I think once it streamlines the cutter in a way that doesn't make it unnecessarily confusing and if you add the ability to add textures than it will be worth the investment if not more. For modelers I feel that's what it is, not about what is a better mouse trap but the investment must be worth the time saved.