• Symvol for Rhino now available
    Symvol for Rhino now available
    Try it before you buy it.
    Download our free evaluation Maker version - or -
    purchase an unrestricted Community version.
  • Always watertight
    Always watertight
    Symvol for Rhino allows you to fabricate any design without the need to check the integrity of the model.

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  • Microstructures
    Microstructures
    With Symvol for Rhino create any microstructure, at any scale.

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  • Uformia is opening up a whole new world of modeling!
    Uformia is opening up a whole new world of modeling!
    • Fast and dynamic form finding
    • Always watertight
    • Advanced micro-structures

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Uformia

Home > Blog
Dec 10 2010

Open Beta

Posted by: turlif |
Tagged in: news , announcements

Symvol, our plug in for Rhinoceros is ready for testing! If you are interested to start playing with an early version and give us feedback on your experience, we are looking for beta testers. Click on BETA! to apply.



Apr 01 2010

Controlling Matter

Posted by: turlif |

Since the 1960s computers, with the advent of Computer Numerical Control originally envisioned by John T. Parsons in 1949, have been used to digitally control matter and directly participate in the manufacturing of physical objects. Extending traditional manufacturing, largely using subtractive processes, computers provided a reliable, high level of precision that was previously impossible. This alone has allowed the advancement and creation of many new types of objects, materials and processes. With the invention of the first working stereolithography system, by Chuck Hull in 1986, it has been possible to not only digitally control subtractive processes but also additive processes for the physical construction of objects from a computer. This new advent is profound as it largely strips away many previous manufacturing limitations. This manufacturing capability is analogous to the “replicator” from the TV franchise Star Trek where digital fabrication, taken to the extreme, assembles objects at a molecular level from small and even personal machines. Successful efforts are already underway to make molecular assembly a reality. Currently it is possible to exactly deposit a variety of materials at the near micro-scale.

replicators

Today most of the machines that make this possible are in the tens or hundreds of thousands of US dollars – affordable to only a few. However in addition to these machines several free and open source projects are underway that currently provide cheap desktop solutions. It is likely that in the very near future individuals will be able to own a digital desktop “factory”. These machines can be easily built for a cost of around 2,000 USD. In addition to being cheap, one of these systems, the Fab at Home, was the first machine to allow objects to be printed in multiple usable materials and even allow users to experiment with materials. The Fab at Home has printed operational batteries, motors and even a flashlight with included circuitry as one integrated object.

Although these printers are capable of creating usable objects, many problems still persist such as precision, resolution, and the complex or even heterogeneous distribution of materials. The precision and resolution of the more expensive machines continues to improve and it is a matter of time before cheaper machines will also obtain resolution of 40 microns (600 DPI) or better. Currently, Objet's Alaris 30 printer bosts a layer thickness of 28µ (0.0011 in). However, it is far from clear how to design and drive the explicit construction of complex volumetric objects at such resolutions, much less deposition resolutions expected to near a few micron (the same as some modern ink jet printers).

The biggest limitation facing complex high resolution digital fabrication comes from the software or informations systems. Current digital design and fabrication systems have failed to fully capitalize on computation to date since existing systems are non-exact, non-volumetric, proprietary, often complex to use and fundamentally incapable of accurately representing real objects.

 



Mar 02 2010

3D Software Engineer

Posted by: turlif |
Tagged in: technology , news , jobs , announcements

We are extending our core team for the ongoing development of new generation 3D modeling systems. We are currently seeking a 3D Software Engineer (3DSE).

The 3D Software Engineer must have a wide gamut of programming knowledge in the area of 3D modeling and visualization. They should also have knowledge of Human Computer Interaction, which helps in designing 3D and 2D user interfaces that are intuitive, eye pleasing, and easy to navigate. In addition, The 3D Software Engineer must be able to build and maintain code, data pipelines, data metrics as needed and manage configuration files. They must be able to identify problems with builds and notify the correct people about any problems or errors in a build.

The 3D Software Engineer must be able to fill in and code various parts of interactive modeling systems and help out other members of the team as needed. They also work closely with the other leads in the design, and production teams, and help develop schedules and determine milestones. The 3D Software Engineer must be able to lead and contribute to a team.

Get more information and how to apply