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0

Using Bevel and TinyCAD (addon comes with Blender) you can do it the following way: If the connection is not needed to be precise, you can eyeball the intersection instead of using the Addon! First the visual step by step (Details written below): Remove unneeded vertices. Select the vertex left at the top of the curve. Press G twice for slide along edge. ...


2

This pretty much exactly what the Spin tool is for .. In an orthogonal view of the circular arc you want to create, put the 3D cursor at the center of the new part-circle, select the vertex you want to extrude around it, and invoke the tool. In your case, you might ShiftS snap the cursor to the two selected endpoints of the bevel, so it's exactly between ...


0

You can sort of do it with CTRL+B, then V. But that gives you this: Which isn't exactly right and you have to delete some of the vertices that get in the way.


1

I used ctrl+B to bevel the edge. use the percent setting to make the beveling follow the profile.


0

The ticket for custom normal support in BlendLuxCore was closed 2020-03-30 10:39 CEST. Basic support for custom normals is supposed to be implemented. However, the result doesn't match the Cycles render yet. The render with and without harden normals appears to be identical, only the auto-smooth seems to take effect. Cycles LuxCore The following commits ...


1

The easiest way is to use Bevel Weights. Set the limit method to Weight for the Bevel modifier Select the edges you want to bevel Adjust their Mean Bevel Weight to 1


0

You change the scale of the object, right? It will make the whole object being transformed. While bevel, as an operator, only work in mesh edit mode. It wont consider the scale of the object. (Ctrl+A can apply the scale) And almost every operator(Redo Last operator) will give you a floating dock to tweak your option in the left-bottom corner. If it doesn't ...


0

Checked out the file and was first rather surprised by how fast any slight movement of a point from the curves made a mess. Then if you think about it, small movements resulting in a very big mess very fast ... there is something wrong with the translation of action and reaction .. yes the scale. I checked and pretty much all curves even the circle (...


3

Keep smooth shading but simply use 2 very close control points at your sharp edges. This way you can control your bevel shading perfectly, the closer the points, the sharper. The drawback is added geometry (one additional curve segment). Here is a sharp edge with a single control points. No sharp edge: Instead, the same edge but using 2 control points very ...


0

In the bevel modifier, set the Limit Method to Weight. Select the edges you want to have sharp and press and in the item menu adjust the Bevel Weight. Keep in mind that higher you go, less sharp will the edge be - 0.01 is the sharpest. If it's for some reason not enough, you can increase the number of segments inside the bevel modifier.


0

The Bevel Shader is an approximation of bevel effect without adding any geometry. What you see looks OK to me. The problem is emphasized by looking at the transition between direct diffuse and shadow faces. I don't think this shader and Cycles have a way around this. This shader can be useful for quick "mockups" of bevel on low-poly specific cases but is ...


0

The Bevel Shader needs to have smaller radius than you have set it to, I assume.


0

You can subdivide the angles and smooth them, even in sculpt mode.


2

If I understand well, you want to round more the edges. So you can inset individually the faces of a cube: and add a subdivision surface:


1

You can combine two Bevel modifiers with different offset. Just set the first one to affect Only Vertices.


-1

i say it's the mirror and subdiv-suf modifiers, mess around with their positions in the stack. Mine seems fine though.


1

The object has a scale transform, originally it was created from a slab, made from a scaled default cube. Ctrl+A > Apply All Transforms fixed the normals.


2

One way of accomplishing the effect you desire is with the proportional editing tool. I've started out with geometry fairly similar to yours. Select one of the edges along the top or bottom of one of the slats and press SHIFT + G > Length to select all of the edges of the same length. Subdivide these edges, and click the number of cuts up to 3. Turn ...


2

Here's how I would go about it. lets say we have our initial shape (mine is slightly different): I extrude a rectangle out of each one (Alt + E , extrude along normals): Now, I select only the long edges (this can be done quickly using the box select in x-ray): Then, I just bevel the edges to create a circle: Final Result: If you want yours to be more ...


2

Recalculate Outside (CtrlN or CtrlShiftN) is Face Normal orientation. What you have marked on screen is Vertex Normal Direction. Try search for Normal Average. For more info read Blenders Manual bottom part.


1

Select your object in object mode and hit Ctrl+A and then Apply "Scale" or Scale your object in "Edit mode" rather than Object mode, then Ctrl+B "Bevel Edges" in will be even.


4

You should "apply scale". In object mode CtrlA then 'scale'.


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