@jeff_strater I helped @RScott9399 offline to overcome some of the hurdles in this project, but I did warn that there are more stumbling blocks. I think I can shed some light on the problems he's facing.
Robert has a triangulated mesh model of a car. The model was initially conceived in a CAD, or NURBS surface modeling software and contains each of the external panels of the model. As is usual these are are individual meshes separated by a panel gap. Also as it was initially a surface and not a solid model the meshes don't enclose a volume watertight.
The aim is to create one or more solid models from these meshes. Those would then be sliced to create toolpaths for later machining out of modeling foam.
There are two ways to achieve that.
1. recreate a true CAD model by remodeling each individual panel using surfacing techniques. This would require substantial surfacing skills and at least a couple of hundred hours.
2. Remesh the model into a quad mesh. This is the path Robert has chosen. He used a Fusion 360 plugin for this and having seen the quad mesh, I can say that it works indeed very well, however ....
The problem with the 2nd approach is that in order to retain a certain level of detail a very dense mesh has to be created. Real CAD models (NURBS & BRep) are mathematically precise models that don't have a finite resolution and have topology (in a mathematical sense). When they are converted into triangular meshes a substantial amount of information is lost. The most substantial one is the topology. A triangulated mesh has no topology, so re-meshes are limited in what they can recognize as a feature. that is particularly true for more "organic" geometry as the flowing lines of a vehicle body.
As such, a dense mesh is needed to retain a certain amount of detail. If I am not mistaken each T-Spline quad face represents a 3-degree NURBS "patch" and has a 4x4 grid of NURBS control points. My guesstimate is that the density of NURBS control points in Robert's NURBS models resulting from T-Spline conversion is at least factor 200 larger than if this geometry was designed with normal surfacing tools.
Of course thickening, the infinitely thin surface in the T-PSLine environment is then going to double the amount of data needed. It is no surprise to me that the result is an incredibly sluggish model.
@RScott9399 modeling actions in any current CAD system including Solid Works, Autodesk Inventor are handled by the geometric modeling kernel and are mostly single core! So for the most part, most of the multi-core architecture of your Mac Pro is sitting idle when modeling. A $1200 computer with better single-core performance, meaning a high base frequency and higher boost frequency is probably going to run faster your Mac Pro machine in terms of CAD modeling performance.
Also, one reply to one of the comments you made in one of your other threads. You mentioned that in Alias the surface of the mesh model looks very smooth and beautiful. It also looks smooth and beautiful in Blender. All 3D applications nowadays use Phong shading if told so. It is a mathematical trick (averaging of surface normals) to fool your eye into believing there is a smooth surface.
All 3D software has to tesselate (triangulate) geometry in order to display it on a computer screen. So all sorts of shading tricks are used to make the model look smooth.
The Workflow in this case is to a good degree pre-determined by the data that is the input to the design process.
I forgot to mention a third way to get from a triangulated mesh to a CAD/NURBS model. That is manual re-topology. This also requires considerable skill and is not usually used to re-create CAD models with technical surfaces.