CompuServe Thread

3D Physical vs. Virtual

18 messages in this thread
#117350From: Scott A. GaulAug 9, 1994 10:04 PM
To all the 3D builders both physical and virtual, No doubt that 3D computer rendering and animation has brought many benefits and has been a great innovation to design visualization and presentations. Photo realistic renderings are now widely used where 3D physical models made of paper, wood, and plastic were needed in the past. The questions I pose for this new thread are: 1. Physical models do provide a type of information to the viewer that a flat print or screen can not provide. What is this intangible benefit to using a 3d physical model? 2. Is the 3D computer model really faster to create than its physical counter part? 3. I would like to hear from those people that still build physical models. Why do you choose to build physical models? Are they quicker, cheaper, easier, more effective? I believe that physical model building is alive and well today. Why…? Scott Gaul
#117375From: ROBERT RITGERAug 10, 1994 12:12 AM
Scott: I can't speak for other professions but I can give you a quick take on the architectural community. 1. Please elaborate on the type of information that a physical model can provide that a computer model cannot. Most architectural models worth keeping usually end up under plexiglas to keep from getting damaged and dust covered so physical texture is not a benefit to physical architectural models. A computer model is not necessarily a flat print or a flat screen. You couldn't walk the floor at either SIGGRAPH and AEC Systems without knocking over a virtual reality system. Depthography in NYC and other companies have captured stereoscopic views on flat prints which will make your eyeballs pop out. The intangible benefits for physical models include the client's ability to touch the finished product (therefore tangible, yes?). I only say this because some people need to see, touch, have the product they pay for. Lots of clients don't like buying databases as they can't touch 'em. Intangible benefits to using physical models include the ability to have any human pitch in to create the thing. No computer skills are required. 2. This one is tough to answer because it is so dependent on the complexity/scale of that which you wish to model. 3. I no longer build physical models, I generate computer models exclusively now. I don't think I've worked on a computer model that wasn't cheaper than a physical model to create. Quicker, most times. Easier, always. More effective, mostly but I'd definitely say more valuable to the client. 4. Physical model building is alive for product prototype/product design, motion picture miniatures, and other applications. Architectural modellers are struggling to survive and I'm sure the good ones will continue to provide those eyecatching models which sit in the company lobby for visitors to peruse. How long before they are displaced by holographic projections or virtual dispays? Let's just say I'd hate to be an aspiring young model builder who wishes to get rich off the construction industry. Bob
#118073From: Scott A. GaulAug 13, 1994 1:43 AM
Bob, >>Please elaborate on the type of information that a physical model can provide that a computer model cannot. Most architectural models worth keeping usually end up under Plexiglas to keep from getting damaged<< Try this… look and a still rendering of a virtual model. Then make an animation of a small camera move of maybe 10 degrees. What you should find is a much greater feel for the mass and volume of the animated virtual model. Wile the photo realistic image of a customers project has a lot of initial impact, I think it also lacks many things. The viewer is forced to fill-in all the pieces that are off screen, and there is a certain frustration level of not being able to handle the design. As for the virtual 3D head gear, I like how Bruce describes them. >This is something you can't do with digital, barring wearing silly looking headgear that costs a bomb and makes you seasick to boot <g> < Scott Gaul
#118256From: ROBERT RITGERAug 14, 1994 9:24 PM
Scott: /__________From your message___________\\ Wile the photo realistic image of a customers project has a lot of initial impact, I think it also lacks many things. The viewer is forced to fill-in all the pieces that are off screen, and there is a certain frustration level of not being able to handle the design. __________________________________________ I have never seen a physical scale model of architecture that comes close to having the detail that can be placed in a computer model when you desire to have both interior and exterior shown in the same model. To be useful you have to build a full scale mockup! I have seen highly detailed interior models of a portion of a building, I have seen highly detailed exterior models but scale keeps one from melding the interior to the exterior in a useful *viewable* composition. Even if you are doing residential work when it is conceivable to physically model both the interior and exterior it is economically inconceivable to put the effort into the model to give it the detail which would approximate realism. Besides, without a modelscope you can't get your head into the model to get a reasonable vantage point unless you chose an incredibly large scale. Bob
#118439From: SyndesisAug 15, 1994 9:18 PM
I'd love to see a highly detailed computer-based architectural model turned into a high-resolution stereolithography model that would fit in your hand… you should be able to make a plastic model that has windows, doors, desks, telephones on the desks, etc.
#118448From: ROBERT RITGERAug 15, 1994 9:34 PM
John: A high-resolution stereolithography model that would fit in your hand would snatch the cash from your other hand. <g> Today's CADD driven laser cutting tools do a fantastic job of getting detail into scale models but the time of finishing and composing the pieces puts a limit on what is practical to build. I have no idea where stereolithography is now in terms of accuracy. The last I saw was far too crude to be used for miniatures but o.k. for full size study. Bob
#118459From: SyndesisAug 15, 1994 10:32 PM
I think STL technology does about 1/10 of a millimeter, but it also depends on the sharpness of the laser, and the amount of money in your pocket. High-res takes longer to "render" into plastic.
#117396From: Gus GrubbaAug 10, 1994 12:56 AM
He, he… I was asked this same question 15 years ago while in school (architecture). It turned into a very heated debate divided between the "old school" (every single person in that campus) and the "geek" (moi). I think of it in two ways. First, though you can synthetically reproduce a lot of different elements you couldn't using conventional model materials, the [synthetic] depth of tridimensionality is still far from reality. That can only be accomplished with a true physical model. We have two eyes and the screen is a single flat surface. The counter argument I suggest for this is that the benefits of being able to transform reality using synthetic tools far outweighs this lack of tridimensionality. The second thought I have is that you could just as well relate this whole question to two PBS shows. One is called Wood Right Workshop and the other is New Yankee Workshop. The end result is the same. It's just the tools. I guess it's something somewhere between art and old habits. As art, the method used should not be evaluated (Were Ana Loka here she would jump all over this). As old habits, well, there still are people looking for Elvis.
#118072From: Scott A. GaulAug 13, 1994 1:43 AM
Gus, I see the need for both. The virtual rendering can give a sense for the lighting, colors, and materials. But the physical model gives a feel of the whole mass and volume, this is important also. The viewer may be excited to see the renderings at first, but he may leave feeling he dose not fully conceive the design. Scott Gaul
#117467From: Bruce MeikleAug 10, 1994 8:42 AM
>>To all the 3D builders both physical and virtual,<< As someone who does both (although it's been heavily weighted on the digital side for the last year or two), I'll try to give you my take on the subject. >>1. Physical models do provide a type of information to the viewer that a flat print or screen can not provide. What is this intangible benefit to using a 3d physical model?<< The most obvious advantage to a physical model is that if you want to see the back of it, you just turn it around. You don't have to wait 3 hrs for a new rendering. This is something you can't do with digital, barring wearing silly looking headgear that costs a bomb and makes you seasick to boot <g>. The intangible factor would have to be the "wow – neat!" element of a physical model. I have to be careful now, as the following are my observations *not* neccessarily my opinions. There is still a power in solid objects that speaks of craftsmanship and skill more directly than computer models. I find a lot of people *expect* computer models to be perfect ("you just push a button, right?") whereas these same people are delighted with a good physical model. I don't think that either method will disappear. I would envision the techniques overlapping more, however. I could easily see more desktop CAD/CAM work leading to a marriage of the two arts. After all, we're only talking about *output* here. One is flat (dye-sub or video screen) that looks 3d but is easy to mail or carry about. The other *is* 3D.
#118071From: Scott A. GaulAug 13, 1994 1:43 AM
Bruce, >>I could easily see more desktop CAD/CAM work leading to a marriage of the two arts. After all, we're only talking about *output* here. One is flat (dye-sub or video screen) that looks 3d but is easy to mail or carry about. The other *is* 3D.<< Good point. If you had two out-put devices, one out-put a flat photo realistic image, the other out-put a simple but accurate 3D physical model, which one would you use? Assume both devices took the same time and resources. Scott Gaul
#118500From: Bruce MeikleAug 16, 1994 8:25 AM
Scott: >>If you had two out-put devices, one out-put a flat photo realistic image, the other out-put a simple but accurate 3D physical model, which one would you use?<< It would depend entirely on what I was trying to do with the model. If I was trying to make a specific point (eg "what does the building look like when I drive past it on the highway?"), I'd go for 2D computer model renders. If I need to give a general description of the project, from any angle the client wanted to view it , then I'd prob. use a physical model. In reality, we use both alot. The proposal itself often dictates what's needed. They often ask specifically for a physical model. In practical terms, it's easier to ship flat renderings than $30,000 physical models, especially when you have jobs in Jakarta, Shanghai, Abu Dhabi. etc. like we do. Again, they are both different in effects and they are both needed. I wouldn't want to put myself in the position where I have to choose one or the other. Bruce
#117487From: David RhotenAug 10, 1994 10:15 AM
Scott: The main problem I have with physical models is scale. Some people may be able to acurately judge a space when they are looking at it through King Kong's eyes, but most, I believe, get a better understanding of and feeling for a space when they can see it from the perspective of a normal person. And don't bring up model scopes, 'cause they suck. Also, changes in lighting (heck, lighting in general), changes in material, and physical changes are all generally more easily made to a "virtual" model than a physical one. The main advantage to a physical model (and if it isn't obvious by now, I'm talking from an architectural perspective) is that you can give the client something physical that they can stick out in a lobby, or take to their board meeting without having to orchestrate VCR/monitor setup. Also, I think people have an emotional attachment to scale models — they're neat — just like that HO train set you used to have as a kid (And heck, they can be fun to make!). Are 3D (virtual) models FASTER to make than physical? I'd say this depends on the situation. If you've something that contains a lot of repetition (fenestration on a tall building, say) then virtual will definitely be faster. If the item to be modeled contains lots of unique little pieces then maybe (MAYBE) physical would be faster. BUT, regardless of which is faster, virtual is more FLEXIBLE. Dave
#118070From: Scott A. GaulAug 13, 1994 1:43 AM
David, We have been talking about comparing finished models to computer renderings. But what about the use of study models and massing models. Even if these are not ever shown to the client, arent these used to help prove designs, and help the architect study his/her design? Scott Gaul
#118203From: Paul LempkeAug 14, 1994 12:36 PM
Physical vs Virtual As a dedicated computer artist of over 15 years, I typically only look at problems that are interesting to solve <or at least explore> on the computer. Even if physical models do currently have an advantage or two to sustain the practise of building them, I feel that as the SOP shifts from physical to virtual modelling, physical modelling will be overlooked even when appropriate. People will forget that physical modelling is an option and it will fade away. My architectural clients that still make models say that its biggest advantage is in being able to plop the thing down amoung ten people and let each of them simultaneously experience it in a fully, independently interactive stereo mode. They can all talk about the model at the same time while each looking at what they want! What technology!<G> -Paul
#118332From: David RhotenAug 15, 1994 11:36 AM
>>But what about the use of study models and massing models. Even if >>these are not ever shown to the client, arent these used to help prove >>designs, and help the architect study his/her design? In this case, I'd pretty much come down on the side of virtual — especially with either the new video cards that allow real-time manipulation of a shaded model, or w/ the new quick preview features of r4. Again, even though architects, et al are SUPPOSED to be able to visualize 3d from 2d, there are often times where 2 or more elements are coming together in a way that's not only hard to visualize, it's hard to draw to convey info to others (ie where certain items may only be apparent from certain angles). We had a situation where an exposed steel truss came in to a gypbd wall and pilaster that had a little ledge for lighting where this exact situation occured. At the time, we didn't have 3DS — just ACAD and Alias' Upfront (which they have apparently abandoned, at least for us PC/Windows users — they came out w/ 2.0 for the Mac recently). It was just almost impossible to see where certain conditions were occuring in 2d settings. In such a situation, who wants to clear off their desk (not a possiblity in my case, I'm afraid <g>) and get out some foam core, balsa and chip-board to spend an hour cutting and gluing little pieces? Especially with relatively simple (primative) forms, the thing could be put together (in ACAD or 3DS, etc) in a few minutes, and freely examined. Then there's shadows. At school, we had a room called the Heliodon, a circular space with an adjustable table in the center and a domed ceiling set w/ flood lights at various positions. Using a control panel and the table, you could set up lighting conditions for different locations around the world for various seasons and times of year. How many offices have this? (How about those little sun-angle calculator wheels, eh?) But, with a computer, it's easy! And you don't have to set there and draw little lines on your model with different color pens so you can remember where the shadows fell. Physical models are cool. I don't dispute this, and I agree there's something humans connect to with a model — but from a standpoint of how versitile is the result for the time spent (ie greatest bang/buck), I'd say it's virtual all the way. After all, when the client has the phys model, what do YOU have? Dave
#118501From: Bruce MeikleAug 16, 1994 8:25 AM
>>…and Alias' Upfront (which they have apparently abandoned, at least for us PC/Windows users << Upfront has been sold back to it's original developers: SketchTech Inc. 43 Main St., Suite 410 Minneapolis, MN 55414 Tel: 612-379-1435 Fax: 612-331-4962 I don't know how serious they are, but when I talked to them on the phone, they said they were working on ver 2.0 for Windows. They found out that more than half of the registered users of Upfront are on that platform. We'll see.
#118525From: David RhotenAug 16, 1994 9:28 AM
Bruce: Thanks for the info! I think I'll "remind" them that we're out here. Dave