Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon
Blender F.A.Q (Last Updated: 2024 Nov 03 9:26 pm)
This is a behaviour that does not happen in Max. I want the bevel to be uniform everywhere and not disproportionate.
Is there a way in Blender to achieve this?
<strong>bandolin</strong><br />
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Hello Bandolin
I see what you mean I tried the same thing as you have in your screenshots the only difference I was able to achieve which perhaps is not best practice was appling the bevel modifer to the cube and then after that changing it's proportions and that kept the bevel uniformity. Not sure if that is of any help and sure that one of our members will chime in with better solution or information.
Lobo3433
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I tried as you suggested and that did not work for me. After rescaling the object, the bevel was again disproportionate.
<strong>bandolin</strong><br />
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You can set the bevel modifier to weight and then adjust the edge weights of the lines. JUst select the edges you want to adjust> then cntrl+E brings up edge menu> select edge bevel weight and adjust by moving the mouse.
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Quote - I had no problem getting it to work right. I think you may have scaled the cube in Object mode instead of Edit mode.
This is the same effect I got when I tried the same function and I did eidt in proportion in Edit mode not in Object mode
Lobo3433
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This was achieved using the Bevel tool in the Edge menu. So, this is not a modifier. Is it supposed to behave this way? Or did I do something incorrectly?
<strong>bandolin</strong><br />
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The modifier applies a bevel to the entire object does it not? I don't want to apply to the entire object, just 4 edges of it as indicated in the image above.
<strong>bandolin</strong><br />
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In Max it is not a modifier. It is called Chamfer and it is a tool similar to extrude or inset. You can chamfer vertices, edges or faces. It works at the subobject level and it chamfers equally on all edges regardless of the dimensions. So, this is why I find the bevel tool in Blender to behave oddly. I have never seen a bevel/chamfer tool bevel edges dependent upon the dimension of the subobject, and I've used many different 3D apps.
I am having difficulty adding a bevel in Blender at the subobject level. This is a most basic modeling technique so I know Blender can do it. But I just can't figure it out how to apply it in such a way that the bevel is equally proportional to all the other bevels around the subobject I am trying to chamfer.
I hope this makes some kind of sense.
<strong>bandolin</strong><br />
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Oui. You must select edge in edit mode, and give them weight to your standards under properties. Then apply the bev3el modifier to object, and set bevel weight to same as you pick edges. It bevel only the edges with same weight.
I know in 3dsmax bevel is easy, but that is how you must do to Blender bevel.
Thank you zandar. I'll give that a go. Merci
<strong>bandolin</strong><br />
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Awesome. Thank you zandar.
<strong>bandolin</strong><br />
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Beveling is a very common function in any modelling package. In the image above you notice that on a cube the bevel modifier works as expected. All the bevels are uniform.