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Who here is professionally using Phi Freeform Modeler?
Evan_Reese
Member Posts: 2,066 PRO
in General
I still love the idea of an Onshape-integrated freeform tool, and I respect that Phi is trying something new and not just doing a me-too Sub-D tool. I'm semi-keeping up with their updates and it seems like they've come a long way since I beta tested way back when (at the time it was interesting, but I couldn't picture where I'd prefer it to standard surfacing tools). I'm still curious to hear an account from someone who has actually integrated it into their workflow. Does anyone have an experience they'd like to share with the class? Pros, cons, tips, anecdotes, etc.
Evan Reese / Principal and Industrial Designer with Ovyl
Website: ovyl.io
Website: ovyl.io
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Phi concept car demo: https://www.youtube.com/watch?v=EC06ZiqODMA
Here's a Plasticity beta user doing car modeling:
https://www.youtube.com/watch?v=lNMbxNc5BOk
Plasticity has G3 Blend curves, and can do freeform 3D control point editing of curves, but the surfacing tools still have very basic controls. The surfacing shown here is definitely not Class-A, but seeing the workflow is impressive (I believe this person is in the gaming industry, not CAID). I'm sure much better work could be done in Phi than shown above, but the demos are dreadfully basic. Who would ever show automotive design CAD not in perspective?
Personally, if I really needed to do high end surfacing that I couldn't manage to do directly in Onshape, I would likely get a seat of Rhino. Rhino is also a bit of a Swiss army knife that has a tool for everything, even if it's not perfect. Sometimes you need something to flatten a 3D surface, or make some crazy pattern.
I already paid for Plasticity because it's so inexpensive, and the trajectory of development has been impressive, but until it gets to a 2.0 release I probably won't do much more than play with it. Plasticity 2.0 should bring things like lofts that update when you change the driving curves, and possibly editing of the CVs in the middles of surfaces. Right now it doesn't even have curvature combs, so I can only do so much real work with it (it does have zebras and nice HDRI shaders, but no curvature combs!). It is based on Parasolid, so there are opportunities to edit/create things that I know will translate back and forth to Onshape perfectly.