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Extruding only some segments of a cylinder with subdivision mod creates weird artifacts and gaps

You can use this kind of topology, but I've added vertical edge loops on this part (like if it was a 32 vertices cylinder) in order to avoid bad shading:
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  • 110k
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beveling edge geometry with merged single vertex problem

Try using the bevel command CTRL+B on single or multiple edges. This will be a destructive workflow, but it should solve the problem. Another way would be to use SUBD Modelling: Sub D Modifier and ...
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1 vote
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How to apply subdivision surface modifier to this cube without artifacts?

I think you should be OK with just the two Bevel Modifiers - the first one with the weighted edge (highlighted below), and the second with default settings. Shade Smooth afterwards to make it smooth ...
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3 votes
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Possible to Bevel Geometry Nodes Group Output?

Yes, you can actually solve this with Geometry Nodes (at least in version 3.2). The Basic Idea For this you would just have to use Store Named Attribute to store a ...
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3 votes

Beveling tight corners results in shading errors

You have inverted face normals as seen in red. Select all faces with A and go to object menu Mesh > Normals > Recalculate Outside. Also your geometry is non-manifold, you have internal faces ...
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1 vote

Beveling tight corners results in shading errors

Here is a quick sketch with a better topology ( sorry, I don't have much time). Rules of thumb: check you mesh regularly for errors (overlaps, inverted faces, detached parts) use reflective ...
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2 votes
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Bevel the top half of an object or just the top half of a selection using geometry nodes

This one goes for topology that will subdivide well. It makes use of a 'Birail' group, which sweeps a profile curve between 2 bounding 'rail' curves. It works by using Curve To Mesh twice on the ...
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3 votes

Bevel the top half of an object or just the top half of a selection using geometry nodes

I'm afraid this won't be possible, because you can't create vertex groups with Geometry Nodes. But maybe the following approach will help you, if you can live with the bevel at the corners: I took ...
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5 votes
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Geometry nodes - Split Curve with Profile at Angle points (Gaps beetwen curve segments)

It might not be the optimal solution in every case, but in this case it could help you: Just create cubes at the vertices with the appropriate scaling, change the positions the same as for your mesh, ...
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2 votes
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Smoothing corner after beveling issue

AutoSmooth set to 30° causes shading artifacts on beveled corner edges. If you want to get better shading you need to: Select edges around the beveled corner and press RMB > Mark Sharp TAB to ...
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