The filleting kernels are where the real money is at and nearly always behind those awful subscription paywalls. These are some of my hobby-level experiences:
-Shapr3D has probably the best budget fillet solver, but it's also on subscription (insert Monty Python French guards booing).
-F360 has been discussed already, but I like using it once in a while.
Nearly everything else I'm stuck using is semi or completely destructive modeling.
-Rhino 3D (perpetual + free updates) still draws me in because of the surfacing and the ability to make most any kind of fillet (and repairs), but it is painstaking work. Fillet solver is subpar. Model history is painful to manage but super fast for concepting.
-Moi3D (perpetual) has a subpar fillet solver and no history but is priced well.
-Subdivision modeling in Blender (free) can also be useful for casting type work and can be converted to smooth bsurfaces in Rhino for constraining, but it takes a lot of effort to master. In the example below, every transition is filleted.
-Zbrush (perpetual) is coming a long ways with the new bevel solver that came out last week. Definitely not meant for making engines, but delicate work is (excruciatingly?) possible. It is useful for embossing any logo onto a surface. If you don't need perfect accuracy, you can also "paint" your fillets in so they're slightly larger than your cutter. Learning curve is in years. ha This video on how they design and tolerance Hasbro action figures is very interesting...
There's a ton of great tools out there.
Looking forward to trying Alibre out this weekend.
-Shapr3D has probably the best budget fillet solver, but it's also on subscription (insert Monty Python French guards booing).
-F360 has been discussed already, but I like using it once in a while.
Nearly everything else I'm stuck using is semi or completely destructive modeling.
-Rhino 3D (perpetual + free updates) still draws me in because of the surfacing and the ability to make most any kind of fillet (and repairs), but it is painstaking work. Fillet solver is subpar. Model history is painful to manage but super fast for concepting.
-Moi3D (perpetual) has a subpar fillet solver and no history but is priced well.
-Subdivision modeling in Blender (free) can also be useful for casting type work and can be converted to smooth bsurfaces in Rhino for constraining, but it takes a lot of effort to master. In the example below, every transition is filleted.
-Zbrush (perpetual) is coming a long ways with the new bevel solver that came out last week. Definitely not meant for making engines, but delicate work is (excruciatingly?) possible. It is useful for embossing any logo onto a surface. If you don't need perfect accuracy, you can also "paint" your fillets in so they're slightly larger than your cutter. Learning curve is in years. ha This video on how they design and tolerance Hasbro action figures is very interesting...
There's a ton of great tools out there.
Looking forward to trying Alibre out this weekend.