Surface Geometry at the Ground Floor

Discussion in 'SolidWorks' started by amylabritto, Mar 18, 2007.

  1. amylabritto

    amylabritto Guest

    Can anyone lead me to either literature or tutorials on the real
    rudiments of surface Geometry? I do not posess the know-how yet to
    get very much from the ones that I know are available, namely the
    Classic presentations from the Di Monte Group, which I am sure are
    Golden, and also the Magical Mr Lombard's words as well. In truth, I
    am in need of learning real basic principles of surface geometry, in
    order for me to proceed to the next level. I have found that despite
    what some people keep telling me that, "anything that can be done can
    be done using Solids", may or may not have some truth to it, however I
    feel that knowing two ways to do something has to be better than
    knowing one. It simply has to make life easier for the draftsperson to
    have more weapons at his/her command, so to speak. It is for this
    reason that I would like to learn Surfaces starting at the real ground
    floor rudiments.

    I will appreciate any help, that anyone would offer,
    Amy
     
    amylabritto, Mar 18, 2007
    #1
  2. amylabritto

    That70sTick Guest

    "anything that can be done can
    be done using Solids"

    Anyone who says that hasn't really done all that much.
     
    That70sTick, Mar 19, 2007
    #2
  3. The rudiments are simple once you really look at what solid and
    surface features do

    To begin with, Solid features ARE surface features, except:
    A) Solid features ALWAYS make a completely enclosed volume (which you
    can see in the preview for a cut, or if you deselect 'merge result'
    when making a boss then go to the solid bodies folder and hide the
    other bodies), while surface features are not limited by that
    constraint
    B) Solid features know which side of the faces it creates makes
    'stuff', and which side makes 'void'. A surface sitting in space on
    its own, even if it does describe a completely enclosed volume, has no
    definition as to which side is 'stuff' and which side is 'void'. Is
    that surface a cylinder, or is it a drilled hole? It doesn't know
    until you tell it using 'thicken' or 'cut with surface'

    I find it impossible to get caught in this rut about solid features vs
    surface features, and simply put it out of my mind years ago. They
    are different, yes, but only in execution. At the end of the day they
    both make the same thing - faces.

    When it comes to modeling, the only thing that matters is faces.
    Repeat that to yourself - the only thing that matters is faces. When
    your product is being made on the shop floor, or when it is on a shelf/
    delivered to a customer, the only thing that ever mattered was the
    faces of the object. That's what we do with our CAD - make faces. And
    our deliverables don't care how those faces were made.

    Solid features make faces, but they always (well, almost always -
    there are spheres) have to make a few extra faces in order to follow
    the rule of delivering a completely enclosed volume. Which can be
    hard to visualize in the case of a cut... that's why I say look at the
    preview and you can see how a volume is made when you execute a cut,
    before it is subtracted behind the scenes from the
    'workpiece' (otherwise known as that existing chunk of 'stuff' on
    your screen).

    Surface features don't have that limit - you can make one or several
    faces at a time, then trim or knit those faces together to make the
    final model.

    If you have the time, try to make a simple model one face at a time,
    using surfaces, to see how it works. Its horribly inefficient on
    simple cases (making a cube one face at a time requires 8 features,
    for instance - 6 planar surfaces, a knit, then a thicken enclosed
    volume), but you will learn how it works. That is what every 'solid'
    feature you have ever made does behind the scenes - solids are
    'macros' for the tedious work of making things one face at a time out
    of surfaces.

    But there are times when making model geometry one face at a time DOES
    make sense, and catapults you past problems that you run into when
    having to deal with that 'fully enclosed volume' restriction of solid
    features. There are samples on the Dimontegroup web site that talk
    about some of those problems, but apparently not clearly enough. Sorry
    'bout that - I tried. As soon as I figure out how to rewrite the damn
    site there will be one more tutorial from this years SWx World that
    has (I hope) some of the clearest samples I have ever done talking
    about 'making faces'.

    It's good to have surfacing knowledge in your magic bag of trix
    because there are times when doing things 'one face at a time' (or
    more probably, several faces at a time, just not as a completely
    enclosed volumes) with surfaces actually is wayyyy more efficient.
    Super mega wayyy more efficient.

    And a lot of times, its the only way to get to the finish line - I
    have been using SWx for nine years, and I would gladly bow down,
    grovel, and wash the feet of the person who really can deliver on the
    statement that 'anything that can be done can be done in solids'.

    A 'hybrid' approach (that is stupid slang for mixing surfaces and
    solids) is, in my experience and the experience of many others, the
    most appropriate way to go on certain projects. But again, bringing
    back to earlier in the post, I don't even think of its as a 'hybrid'
    approach because both surfaces and solids just make faces - if you
    pick features based on their ability to make the faces you need the
    most efficient way, there is no switching from one modeling
    environment to another. SWx is just one big 'making faces' tool. Cuts
    and bosses both make faces in different ways and we don't think of
    THAT as a 'hybrid' thing - why should we apply an arbitrary division
    to solids and surfaces?.

    I hope this helped - I do not envy you for having to learn this stuff
    from the ground up. I am learning new software right now and am newly
    reminded how horrible it is to get straight, useful answers on
    fundamental issues that most people using the software have already
    come to terms with. Keep asking the questions, Amy, until you get an
    answer framed in a way that makes the breakthrough for you.

    Ed
     
    Edward T Eaton, Mar 19, 2007
    #3
  4. Thanks for the tip.
     
    Edward T Eaton, Mar 20, 2007
    #4
  5. amylabritto

    amylabritto Guest

    Mr Eaton,
    After having both spoken to many members of this newsgroup
    personally, and intently watching what the acknowledged Solidworks
    Guru's of this Forum have to say, ( and it is obvious even to the
    unskilled, that there are several very fine ones here), with utmost
    reverence and respect, for both you and your Firm, it is more than
    obvious that your personal skills are the yardstick by which most here
    are measured. You Sir, are a Guru's Guru, far and away, and I am
    extremely flattered and grateful that you took the time to respond to
    my humble plea. The last paragraph of your reply, tells me that you
    know exactly what many of us are going through, with regard to
    learning surfaces, and you hit the nail right on the head, so to
    speak. Thank you sir.

    With gratitude,
    Amy Labritto
     
    amylabritto, Mar 20, 2007
    #5
  6. Dang, now his head really is going to get bigger! :))) (I have always
    agreed, though...)

    WT
     
    Wayne Tiffany, Mar 20, 2007
    #6
  7. You're absolutely right in your praise. We all owe more than we can possibly
    repay to Ed. Try starting out with his SWW 2005 tutorial called "Surfacing
    for Blockheads".

    Jerry Steiger
    Tripod Data Systems
    "take the garbage out, dear"
     
    Jerry Steiger, Mar 20, 2007
    #7
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