@dgorsman wrote:
I suspect there's some reasons why triangles are used for the majority of work, even if quads are popular in visualization work. I would certainly recommend against using actual solids as it isn't very efficient ie. it takes a *lot* more data to represent a 3D solid than a triangular surface (and a sufficiently detailed triangulated surface is functionally identical to a "true curved" surface, at least from the design point of view). I'm not certain if the gains to be had in certain, narrow applications would also translate to gains in the broader use of the program or just weigh it down.
I'm not certain why Civil3D tools would be used for designing buildings as surfaces; could someone fill me in on that please? Same thing with walls and tunnels (restrictions aren't due to triangles but how the vertices are networked)? I'd take a serious gander at using some of the newer tools like ReMake for converting point clouds into applicable surfaces (which I believe, are also tris rather than quads).
That's one reason why I suggested using an AutoCAD surface instead of a solid for the terrain itself. A terrain using TINN is not functionally identical to a true curved surface. Unless you up the triangles used, which increases the size of the network tremendously, to represent curves more accurately then you haven't actually made it more efficient than using just a plain surface. Think about corridors. Modeling curb returns with a frequency of 5' around the radius seems fine, except when you need to get an elevation for a handicap ramp or a drain. You have to make a specific section at those points along the radius in order to get it accurate. If an AutoCAD surface or solid was used there's no need to make the frequency hit that exact point because it'd already be there.
No one is wanting to design buildings inside Civil 3D. We want to have buildings represented in the surfaces used for targets, which can't be done with the TINN model due to the issue of not having vertical surfaces. Because the TINN model doesn't allow tunnel like features with vertical walls or overhangs, it's a pain getting volumes for earthworks.
Triangles were efficient back in the day when computers were limited on memory and space, but that's a non-issue now. Look at how InfraWorks can display an entire city with buildings, trees, roads, pipes, cars, etc. and still move/pan easily in the viewports. Quads are more efficient nowadays than triangles due to textures, renderings, and the video cards.
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