The Future of Automotive Design Workflow - Odilon Loiez
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- čas přidán 2. 06. 2024
- Blender has seen a lot of traction in the automotive design world since 2019. Despite being an outsider for 25 years, now the vast majority of the studios uses it daily.
In this talk, we go from understanding the reason for that growth to discussing the capabilities of Blender in that specific field. After framing the current workflows, we will look into the trend that will shape the future uses of Blender, and how it can become the base of an ecosystem that serves the design process.
This was a great free comercial done for Blender.
its opensource
yeah that's what I noticed xD
Exciting to see Plasticity mentioned in this video.
Amazing, easy and fun to use for Surface Modeling 👍
Plasticity is amazing and along with x-NURBES, it's awesome.
@@issacdhan Agree! xNURBS is just like magic🔥
For god's sake, people need to stop fussing around with unnecessary software like Blender and Plasticity, when SolidWorks has been doing manufacturable 3D modeling, visualization, and configuration, for over 25 years. Why reinvent the wheel when SW already holds a significant market share. Trying to translate Blender polygons into solid models for manufacturing is a huge and unnecessary pain in the butt. Furthermore, Plasticity is just a Mickie Mouse version of SW. It is like a fun toy, created to introduce polygon modelers to the solid-modeling universe. If you thought Plasticity was "fun to use," then you have definitely never touched SW before. It can do everything Plasticity can do, but a hell of a lot more. Sooner or later you have to put the toys away and become an adult. You will never go wrong if you stick with the big boys: SolidWorks (for solid-modeling) and 3ds Max (for polygon modeling).
@@skypilotace Solid works is for accurate engineering and production purpose. Blender and plasticity is for visual purposes. One needs to understand the difference between software and it's target users. I hope you understood.
@@issacdhan I completely understand, having over 20 years of experience as a SolidWorks solid modeler in technical visualization and a 3ds Max polygon modeler in architectural visualization. I am well-versed in the applications of both. In the automotive design industry, professionals do not use entertainment software like Blender. Instead, they rely on CAD and CAE software. Major CAD companies provide tools for designers to conceptualize and visualize their industrial designs, such as SolidWorks, CATIA, CREO, and Inventor, which all offer photo-realistic rendering, configurator, animation, and coding add-on capabilities. You won't see Blender or 3ds Max in these workflows, nor should they be used. Efficient companies do not split their processes between solid (NURBS) and polygon modeling, which would complicate design and manufacturing. They convert 2D sketches (e.g., Autodesk Sketchbook) into manufacturable parametric CAD models that are very easy to change, manipulate, and iterate. Ask a polygonal modeler to iterate a design, with major design feature changes, and watch them crumble in agony at having to rebuild a separate model for each request. This is where parametric solid modeling shines.
Blender and Plasticity differ fundamentally in their modeling engines; Blender is a polygon modeler, while Plasticity is a NURBS solid modeler. Plasticity is making solid modeling more accessible to polygon modelers, but it lacks parametric capabilities, making it unsuitable for the automotive industry. SolidWorks has been offering advanced features for over 28 years, far surpassing Plasticity.
Blender and Plasticity are primarily used by hobbyists and small studios (mostly because they are free or cheap). Plasticity is going to end up being just another novelty, similar to SketchUp, and despite 25 years of development, Blender has still not replaced Maya nor 3ds Max in larger studios. These software packages are designed for the entertainment industry, not industrial design. Plasticity, though seemingly an exception, is marketed to polygon modelers as a way of simplifying the difficult hard-surface modeling process, with the final CAD models being converted back into polygon modeling software. Going from CAD to polygons is easy (most of the time) - going in the reverse is a nightmare.
It is far more important to visualize a design before it is modeled for manufacturing, than to visualize it after it has already been built in CAD. Odilon Loiez is simply visualizing an already established CAD model, which is great for marketing, but useless for the automotive design workflow. Although, deciding which paint colors and materials to use is an important consideration, it does nothing for the initial and necessary body design process.
In short, trying to marry the polygonal and solid modeling worlds is simply asking for trouble. It harkens back to the days when they tried to allow Windows to run on Mac machines. Not only does it continue to be a bad idea, but it is also an unnecessary one.
Never knew koenigsegg also used blender. All round this is a great video.
People complaining about the amount of video a.k.a a lot of great content.... What a world we live in...
I looked forward to this talk, so glad I got to watch it in person as well as here. Love seeing the add-ons and other assets and tools used, hope those get more exposure and use in the automotive community!
Surface Psycho thats is stunning work !!!
How many people complaining actually take Blender seriously?
Rhino has NURBS, Shrinkwrap, Quadremesh, SubD modelling and Cycles Render. It's also got the best curves drawing system I've ever used.
@@misanthrope_01 they should do a word count breakdown on how many time he said the word "blender"
Sure, but it's not free and open source. I use Houdini, Substance, Maya and basically all industry standard software for work, but Blender's development still makes me happy, cause it does most stuff well enough without costing an arm and a leg, especially if that money goes to Autodesk or Adobe.
@@sirdiff1 I still use Rhino 4 daily (using specific discontinued plugins) and it only cost £800 17 years ago. That's £47 a year. Rhino upgrades only cost £395 each time and they are perpetual licences.
Software, you also have Alias, Icem Surf which are way more serious than Rhino for surfacing for example in exception of grasshopper. Or proper CAD software like Catia, etc, different tools different applications. Blender is free, kind of difficult to compete with something like that.
@@amigodesigns Catia costs £5.9K per year, Alias costs £5.4k per year. Rhino costs just £800 for a perpetual license. I still used Rhino 4 daily (for specific discontinued plug-ins) for 17 years which works out as £47 per year. Rhino has upgraded 4 times in 17 years and each perpetual license upgrade is half price. You also get access to a beta program with experimental tools in-between upgrades. It's difficult to compete with something like that. Blender is free but they ask for donations and anyone making big money should really support the software.
Wow very impressive. You guys basically added Autodesk VRED into Blender
Très instructif 🔥
Thanks for uploading !
I learned a couple things from the video..
wow, didn't know someone was working on Nurbs for blender as well as the surface diag tools. Going to have to try them.
GRAZIE
These videos are great. People need to exercise their scroll button muscles or go outside for some fresh air. 😅
Very good and helpful talk, thanks :)
I wonder as more and more auto companies adopt Blender as a design tool, with more designs produced in a shorter time period, if any of that cost savings would translate to cost savings to the customers of those vehicles? Or a higher wage for the designers? Since they're doing more design output in a shorter time period? Since polestar does their design competition every year where the entrants primarily use blender I wouldn't be surprised if the more companies do the same thing and begin farming out in the design in the form of competitions or gig work in the future.
The result is a shorter time between initial sketch and the start of manufacture but for no extra money. I'm working at a consultancy and we're using this workflow to produce vehicles, unfortunately it just means the client wants everything faster because they know these tools now exist.
@@SynthetikCreation Yep. If anything the video showcases how it's currently extra work to create a full poly model and then a nurbs model. I made the same mistake of working with clients that saw a nice blender model then didn't understand no mater how many times I explained that I'd have to re do all the modeling again for anything to be translatable to an engineering package. But they just didn't want to hear it because it sounds like an excuse.
@@MrAlziepen That sounds very familiar to my own experiences as well. Telling a client they need to wait while you rebuild the entire model with A-class surface isn't an easy conversation. Let's hope some of the tools discussed in this video keep improving so the time between poly/subD and NURBS is reduced.
I still dont understand the NURBS part. You have to poly model a car, convert it to low poly then add NURBS to it? I thought NURBS were dead anyways, I haven't had to touch NURBS since I was in shcool in 2009.
The question is: Are these tools free to downdoad?
SurfacePsycho is ;)
most of the tools I present are! I made a comment with links to all the different projects, feel free to check them out :)
Romain "Guimbal" really?
I don't know what you imply but this extremely funny to see my name like that 😂
automotive design is not only about design is about a funkcionality of vehicle and making vehicle servicable. the next step is that designers not spend time only in the studio, but in workshop too and try to assemlby and disassembly by hands every parts of the vehicle. because every machine has some planned maintenance work for trouble-free operation, A car mechanic is a skilled person, but he has his limits. it would be a shame to get rid of this profession and produce unrepairable cars at the cost of beautiful design.
only beautiful cars from the past that could be repaired can now be admired
The industrial designers are only a small part of the team involved. This guy's finished design is only the start of years of engineering before getting to production.
@@MichaelsCrazy thank you for information. i will continue searching the other guys, to send them the message :)
Like others have mentioned, the decisions to make cars less serviceable or repairable is a board-room level decision. Sure a designer could maybe influence a bit of novel functionality here or there, but it really depends on the company structure, whether it's a completely new platform of body structure for the vehicle, or whether a company want's to go in that direction in general. With the trends to make bumpers with thousands of dollars worth of sensors in them, or making 'giga-presses' to make entire undercarriages one piece in order to save or make lots of money in parts repair, it's not surprising that car companies are going that route.
@@MrAlziepen i understand ... but we live on the planet that rules are not money, money are rules of human. a planet make awesome design and create a bodies structures that active time is much longer than recyclation, almost all material is recyclable. human lives an average of 80 years, the decomposition time of the body is about 10 years. dog lives for 14years, decomposition is 2-3 years... the cars? a new cars are running for 4years, the recyclation is not defined, some parts you can recycle, the most parts you cant... now we imagine the world, where dead human bodies of all milleniums dont dissapear :)
@@jamez_loco2656 Like I said before. Car designers can gather for cars an coffee and talk about recyclability, and strive to make cars of the future NOT like an iphone in terms of serviceability until the sun explodes, the problem is the internal power dynamics of how companies make these decisions. Some companies are very design focused where the engineering follows the design, while others the designers are literally only designing a new wrapper onto a pre-existing platform already 5 years old. Apparently the tesla design team was really far along with a cybertruck design that looked completely different from the current one, until one day Elon walked into the room, pointed to a sketch on the wall and ostensibly said, "do that one." The current unfortunate reality is that senior engineering staff, and marketing play a very heavy hand in design, even if they themselves aren't designers. The only way to get around that is to start your own company, the only problem is that if you start making a car that your designers like, but you don't, boom the dynamic will repeats itself.
5 minutes into this talk and you will discover that Blender is just an unnecessary cog in the wheel. That is why industrial designers use solid-modeling programs like SolidWorks, which directly translate to manufacturability without having to do any complicated conversions. Designers can also do very effective animation and high-realism visualizations using SW Visualize and product configurators using SW Drive Works (both freely packaged with SolidWorks). Furthermore, I don't understand why Odilon thinks that n-gons are still a problem in 2024. With automatic retopology and smoothing tools, like inside 3ds Max, you can get perfect polygonal geometry with no 3 or 5 sided polygons. Artifacts, and the need to shrinkwrap, are a thing of the past.
I don't know of anyone who uses SW for automotive, just alias maya or Rhino. Who uses SW?
solidworks is a pain in the ass for surface modeling in automotive design. Is mostly used in mechanical design and product design.
Not even halfway through the video: "blender is useless for this lol".
What was the point of this talk?
No need to flood my sub list with 17 vids fella. Usually I unsub for that kinda crap, but as it's you, I'll just hide them all.
Same, I would have preferred this on a new channel with 1 video informing us of said channel
Posting an avalanche of videos messing up everybody's subscription feed is not a good way to retain subscribers.
I think he is not doing it for retaining subscribers. It's more about giving us, the blender users, the talks of Bcon which we awaited and asked for some weeks now. In other words. This is a big W for blender enthusiasts who like these videos (occasional users or outsiders of 3D maybe don't understand it tho)
😂😂😂
Sorry CgCookie, 17 uploads at the same time is an unsubscribe-worthy offense
You need to go outside and touch grass
@@gordon1201 I don't feel like the person acting abnormal right now
Dude wtf. Stop posting videos every minute.
It's blender conference LA, I'd much rather have quick access to all the videos after the event rather than have them artificially spaced out for no reason.
@@bazil14 Or put them in one video.
You want them to put an entire conference worth of talks into a single video? So a 16 hour long video? How is that helpful for anyone? Just deal with it, it's only gonna be like a day like this and then it's over 🤣
@@UberAlphaSirus your right ? Different talks, different videos.
@@bazil14 Chapters and timestamps exist for exactly this reason.
@cg_cookie plz atleast add event name on title so it can be easier for people to find other video from same event
Hi! These BCON LA talks are all in the BCON LA Playlist. You can find all the talks there. 🧡