Hello there!
At once want to apologies for many words and too many comparations / whishes.
My story.
For many years I’ve been working in several applications such as Rhino with T-splines, if required – SolidWroks and standalone renderer Keyshot. On the one hand, I like Rhino for its super-fast workflow, flexibility and power, on the other – I hate it for its fillets/chamfers really pathetic abilities with huge restrictions – so it is much faster to throw a model into SolidWorks and do any fillets (you call it rounds here) and then export it back. Also, I loved Rhino for T-splines. Indeed, this is not 3D Max which I find a king of poly-modeling with super-duper convenient tools which I have never seen in other applications but… what really attracted my attention in Solidthinkin is a hybrid modeling, so you can combine polynurbs with other operations, other nurbs tool and always be able to go back to polynurb and edit it. Make a base shape from polynurbs, trim it, cut holes in it without having to think about topology, brilliant! I like the sort of parametric modeling techniques in the application. Actually, it is smth in between of SolidWork browser and 3D Max stack tree. But I like it. Also, the interface looks as Rhino, uses some similar curve and surface tools and I thought I would get a hand in it quite fast. But having played around with it for a few days I have a bunch of questions. I am really at stupor at some of them and not sure I am ready to leave Rhino for keeps in favor of ST (SolidThinking).
- Why there is no absolute coordinate input in Translate properties? Only relative one. You can only change the pivot point location relatively world axes but not the object
- Selection window has ONLY crossing effect?? I spent 2 hours searching in the Internet to find how to make the boundary selection (non-crossing). Max has a switch, Autocad / Rhino – depending on the angle where you start it. I just can’t imagine it doesn’t have it! I’d rather be with non-crossing selection – would be easier. I will not explain why I need it, I think it is very much clear that in most of the case you don’t want it to be crossing. Ctrl+alt+selection has some strange effect but it is not it.
- World tree. Maybe it is a matter of habit but I find it really hard to work with. A mix of all possible uninformative object names. Could you maybe at least make a different icons for surface, curves, solids etc so it would be easier to navigate through? SolidWorks has a really nice and clean tree. In ST it is a mind blower for me. Maybe it is a lack of practice, but when I first run SW it was all clear to me. Here it takes time to understand. Sometimes when I hide smth I have difficulties to find it in the tree to unhide.
- Fillets (rounds). Works fine but why can’t you add interactive radius? Now you only can type it. Not interactive at all.
- Texturing. Where is UVW? Where is UVW unwrap? Is it possible to work without it to make texture mapping for complex surfaces the way a user wants?
- Polynurbs – was really my hope since Rhino 6 supports T-splines no more, Fusion 360 is really limited and not flexible. And I am really missing some features
- Weld. Why only boundaries? Weld and target weld is a main principle of polygonal modeling, of retopology (3D max, Rhino T-splines, Fusion, Blender, Cinema4D – all have it!)a. And you propose to delete entire face to free up the edges and then weld it? And what if I want to weld only the upper vertexes of the face and leave bottom one intact? Delete a face, weld upper vertexes and append a new face that I have to build/close hole? This is really a huge question for me.
- No grid snap when extruding faces, sliding edges? Snaps works only when translating them, But I want to extrude with snap – have to extrude, then go to translate and snap, then again go to extrude and again snap. Either pls make it snap, or maybe add the ability to shift+translate = extrude/copy as in many applications.
- No edge constrains. Related to this 3D max is super precise in mater of retopology, you can move vertexes around with edges restrictions! Here you have to either draw a a helper nurbs-line to snap to it, or make it on sight, roughly. Why no snap to edges? It could be sort of edge move restriction.
- Do you know such a feature as flatten vertexes? It approximates a selection of vertexes into a flat surface. If the pivot point and local coordinate could adjust to the selection normal it would be possible, but it can’t so I see no other options
- Chamfers. In polygonal modeling you very often want the ability to delete edge loops, that is why the correct chamfer is the one that doesn’t remove the edge – it has it but just adds 2 extra loops adjacent to it. So in case you want to remove the chamfer – you select these loops and delete them, leaving the corner as it was originally. What do you do if you want to remove a chamfer with 2 edges, with corner edge gone? You have a headache. You will lose your shape! Rhino, Max and other apps has the option to “keep the face”, so the original edge remains where it was. I really want it here!
- backface culling/ignore backfacing - I want to be able to have the ability not to select vertexes that are on the back faces. Again - standard feature.
- keep shape when inserting an edge loop - enable/dsiable the automatic shape adjustment when inserting a loop, so it remains the shape in subdiv mode and the shape is different in low-poly mode.
Well, that’s it for the moment. I am sure I might continue but this is the main points I can’t understand. Maybe in some of them there are solutions or instruments to cope with, so I am sorry than. Just as I said I’ve been working with Solidthinking for a few days. It has a huge potential and I think Iif I could find the answers to above questions I would move to it for keeps!
PS. It has a really cool renderer! Not Keyshot/Vray but still very-very nice and can be used in most of the cases!