# Tag Info

5

Aside from @Jachym's method, you can also do something like it with a custom 2-segment profile, with the central control-point set to Vector, and clipped against one edge of the graph... ... but as you can see from the tilted cube in the illustration, it still means introducing a (bad topology) extra edge. It would be very nice if Blender had asymmetrical ...

7

One way is to bevel by percentage of edge length. Set Width Type > Percent Uncheck Clamp Overlap Add loops and slide them to control the angle

1

Assuming you have a bezier curve with only 2 control points and you always want a circle for your shape, you can do this. I think this works, its past my bedtime, but copy paste in the text editor and it should work. Feel free to expand on your wishes. import bpy bpy.ops.curve.primitive_bezier_curve_add() curve = bpy.context.active_object curve.data....

0

I finally found an alternative solution for this case, using Intersect/Knife tool to address this situation, follow the steps: 1.Select all meshes on both object 2.Ctrl+F and select Intersect/Knife 3.The edges overlapped with each other will have cuts automatically generated for each vertices(vertices sit on the edge, because the two objects were edge ...

0

Left White Mesh. A Cube with loop cuts and one face [extruded] in the z direction. Thus having the edges you might need to control bevel operation. Next 2nd White Mesh Selected. Edges selected and the bevel operator used. These meshes are intended as crude facsimiles of yours. At this time we think having a fresh start is easier than [join] operator. Or ...

3

Beveling such thing is not an easy, because of small cuts (like objects under Boolean.003, .007, .008). Beveled edges starts to overlap. So you can use only some small range, but even with the value 0.003 it is overlapping. You can notice that since bevelling doesn't appear until you disable Clamp Overlap under Geometry or disable mentioned modifiers. If ...

1

This seems to be working on current version. (2.91.0)

0

Subdivision surface modifier creates new faces between the existing ones and uses the material from adjacent faces to fill in the new ones. So if you're assigning materials to faces, you can run into issues where subdivision pulls the material seam away from where you want it. You see this when there are faces of different lengths:

1

Actually, it work. May be you not assign the vertices correctly. You should choose "Assign to New Group" from the Panel. You can press "select" to make sure that you assign the vertices correctly. You can assign this three vertices to bevel the remaining edges. Disabling "Clamp Overlap" also can fix the problem for the ...

1

I was also stuck a same thing, but when I changed the viewport (press Z) to Render (with Cycles), the bevel node was working. Your viewport is material preview. So, unless you change the viewport to render, you can not realize the bevel node working.

0

I created small segments that fit between them, though I really don't like this solution! So if anyone has a better one please let me know!

0

If you create a new default UV map for an object, each quad face is given the entire UV canvas. Disclaimer here, I think this only happens if you have first deleted every other UV map on the object, otherwise the previous UV map just gets duplicated to the new slot. So if you are confident that you can unwrap your object again, it should be easy at this ...

2

Here I have couple objects with different scale, that share the same object data. It seems that objects are different, but whey are the same, and bevel operation proceeds on the objects same way, in object scale coordinates. But what if I want to do an operation at world scale? In the case, I shall apply the scale Ctrl+A -> Scale, so that it will not ...

0

This looks like a low-poly mesh, as the camera is not the only thing that isn't nicely subdivided. Allen Simpson recommended the Subdivision Surface modifier, and I agree: "hypersmooth" sounds like basically the same thing. If you have problems with parts of the mesh shrinking up, try the bevel modifier with an angle limit. Be sure to turn off &...

5

I'm not sure this is what you want but here is a try, you can use a Boolean with a closed shape (put the Boolean above the Mirror modifier, choose Solver > Fast): Then apply the modifiers, delete the bottom face (you'll probably need to clean the topology if you plan to add bevels or use a Subdivision Surface, etc), use a Solidify modifier to give ...

5

Another solution using vertex bevel. Add an edge top and bottom (for now you can F a temporary face for your object, it will be deleted later) Select the vertices that define the edges and press Ctrl + Shift + B followed by P to change the profile. Hide everything except the bevel you just created with H Alt + Shift select and use Bridge Edge Loops to ...

4

As someone who tries to avoid booleans, as they result in irregular topology most of the time, I would do this operation with Proportional Editing Create a few loop cuts, select the edges in the middle, enable proportional editing in Sphere Falloff mode. Then scale on one axis only (in this case, to scale only on the $Y$ axis, press S+Y) and move the mouse. ...

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