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Workflow for modelling in Onshape, rendering in Blender?
wouter_visser
Member Posts: 14 ✭
After some days in the excellent Onshape CAD environment I've finalized my model and now it's time to make a few photorealistic renders.
But Blender works with meshes, and onshape with some kind of parameteric file format, so there will have to be a conversion step. Now Onshape can export to mesh-format but only as STL, so the whole assembly becomes one big mesh.
For rendering, this is not ideal to say the least because applying textures is ideally done to individual parts. Onshape can also export all parts to individual STL files but then the positional information in the onshape assembly is lost, so when importing these in Blender, everything appears in the origin.
What kind of workflow should I use when trying to make renders in Blender? What do you use yourself?
But Blender works with meshes, and onshape with some kind of parameteric file format, so there will have to be a conversion step. Now Onshape can export to mesh-format but only as STL, so the whole assembly becomes one big mesh.
For rendering, this is not ideal to say the least because applying textures is ideally done to individual parts. Onshape can also export all parts to individual STL files but then the positional information in the onshape assembly is lost, so when importing these in Blender, everything appears in the origin.
What kind of workflow should I use when trying to make renders in Blender? What do you use yourself?
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https://appstore.onshape.com/apps/Rendering/GRB7MXCTSBKKL35DT5MJWGQ3UPBXKSEAW72GTEA=/description
https://appstore.onshape.com/apps/Rendering/7VN6SGPUE22SW6ZYWV67EDZ3FGYCD5VTQMFUBPQ=/description
Joe
https://www.blenderguru.com/tutorials/secret-ingredient-photorealism
RealityServer - I've only taken a brief look at it, looks fine but like OneRender not photorealistic like Filmic Blender.
Then import the obj. files into Blender.
Good luck
I've also found another option: export the onshape model/assembly as STEP, then in FreeCAD export it as Collada (dae). This way, the round vase in my test model looks a bit more bobbly than it did in Onshape but with shading set to smooth it's perfectly usable. And in FreeCAD you can probably set options for the conversion to a mesh.
This option is not bad but it could be better. All come as a triangulated mesh, each body is separate mesh, but with a weird name.
The second option is to export your model as Rhino file (3dm) and open it with MoI (http://moi3d.com/), then export it as Wavefront (obj). In obj export you can set mesh to quads only (N-gons):
Now you can take advantage of that and do some additional editing in Blender (of course it depends on how complex your design is).
By default, it still can produce some artifacts but fewer compared to direct Collada export.
The third way is to use Clara.io (it used to be an Onshape App). First you have to import your geometry to Clara.io (there are numerous file formats that you can use, if you were signed up for Clara.io app (visualizer) before their termination, you can still use it, as I do) then from Clara.io export whole scene or just chosen geometry as a Blender file (.blend). It will be just a triangulated mesh but with very good quality.
Below are images from blender to compare:
Onshape Collada export:
MoI Wavefront export (doesn't look like it could, but I've picked wrong n-gone count) :
Clara.io Blender export:
I've added my blender file with all three imports, each on its own layer (first layer - camera; second layer - Clara.io; third layer - Onshape; fourth layer - MoI)
Here's a link to Onshape design: https://cad.onshape.com/documents/2bc01e5705ecd87f24950e10/w/a9584fa6236824c651209e9e/e/4de42125bc0f03f5e45e997f
projektowanieproduktow.wordpress.com
We offer a free 30 day trial that includes 3 free exports, so you can try it out first. Feel free to visit https://onu1.com/3dlite/ to learn more.
To orient yourself on my screencast here's my layout:
I have one Clara.io export (almost no artefacts, heavy mesh), one Onshape export (decent size mesh artefacts along tangent patches), two MoI exports (first was dump almost default export, second I've tweaked, in both light mesh only quad faces), three ONU exports (I've tried different settings from default to most dense one... but I don't see difference at all. Overall, no artefacts along tangent patches, but few other, rather obvious ones).
Here's a screencast:
https://www.youtube.com/watch?v=HQmwUE0eeBk
In summary, if you are working with simple prismatic parts (mechanical engineering) that I would go for direct Onshape export of Collada files (assemblies goes without falling apart). If you do some surfacing I would choose Clara.io. If I would need work on a mesh in Blender I would pick MoI.
projektowanieproduktow.wordpress.com
Are you using a development version of blender?
IR for AS/NZS 1100
projektowanieproduktow.wordpress.com
IR for AS/NZS 1100
projektowanieproduktow.wordpress.com
Because Clara.io is SAAS and since they pullback form Onshape I have dought if it could be a permanent solution.
After some testing, I can recommend using DesignSpark Mechanical (https://www.rs-online.com/designspark/mechanical-software).
DSM is a free trimmed version of SpaceClaim. From Onshape you have to export your geometry as a STEP file. Import that to DSM and from there export as OBJ. Import that OBJ to Blender.
Mesh looks good, without artifacts. A file contains simple UVMapping, each face in CAD translates with its original surface UVs.
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I prefer .obj because it doesn't contain so many invisible relations between parts once in Blender, which confuse me, and it also gets the part names correct.
However this shading issue is bugging me