Thanks for the great video. I always use the bevel tool instead of the modifier because the settings intimidate me. It either doesn't work or doesn't give the effect I expect. Your video give very clear explanation, and I'm going to practice using it.
I think this is the best and most accurate bevel tutorial for blender specially with good narration. Most other tutorials lack critical elements of a good tutorial or they're either very slow with bad narration.
thx so much! i finally got my mesh bevelled the right way). explanation of scaling artifact did help a lot. modifier does the job way more precisely than the CtrlB straight out of the box. subbed
Hi Jonathan, another great video! Really like the way you identify the subtle small issues since those are always the toughest to understand. One thing I find somewhat confusing about Blender is the way angle limits are measured vs the way Measureit lists them. For example, if you create a right triangle with angles of 90, 50 and 40, to trigger a bevel on the 50 degree corner, you actually need an angle limit of 130 or lower. Triggering the 40 degree corner requires an angle limit of 140 or lower. It is actually measuring the outside angle, not inside, which is the exact opposite of what Measureit does. Consistency here would have made this easier for people to understand. I am sure the Blender Foundation has a reason for this but your video really helped me understand the finer details.
That was an excellent tutorial! I have been designing jewelry for years but have been using the "Subdivision Modifier" in combination with the "Mean crease" mesh parameter to chamfer the edges. I knew of the "Bevel Modifier" but never understood its flexibility and power. From now on, the "Bevel Modifier" will be a useful part of my skill set. Thanks for making me a better designer! 😊👍
A useful thing I found while playing with this is make the modifier meshes children of the root mesh -- then you can move the root mesh around and all the modifier meshes will move together with it in place, while still being able to move the relative positions of the modifier meshes.
Congratulations for one more great video! I think precision modeling is so satisfying. In the time: "limit by vertex groups", I am not sure but, I think that the issue with the back bevel was because you did not dissolve the corner edges (connecting with the hole) from the bottom of the cube, just as you did for the top.
Have you come across the add-on Mesh Machine yet? It lets you "undo" bevels after the fact, or change the dimensions, etc. It's not parametric, the object is still a standard blender object, but it basically automates a bunch of actions at once for you. Also, when showing the "scale in one direction to remove a bevel" method, don't forget to utilize the CAD transforms add-on. This is the answer Most people use to eliminate a bevel. But that method only works if one of the flat faces happens to line up with a world axis, or local axis, without some extra work. CAD transforms helps with that for sure. BUT the method Also doesn't work at All for bevels along 2 curves surfaces. And will usually mess up at corners. This is where Mesh Machine Really shines. Select the chain, boom. gone. Also TONS of models you download for printing have poor resolution. Mesh Machine can help, as long as it's not a ton of work to turn the model into decent quad mesh, because you can re-bevel edges using additional subdivisions (might be good to mention to viewers that they shouldn't go much higher than their printer can actually print a layer so they don't waste their time making detail that they can't print) Still loving your videos. Following along with your journey. Stephen can thank you for your CAD transforms video. I snagged that, but felt bad for not having paid for it, so purchased ArchiPack, which is AWESOME. But definitely a learning curve on that one for sure. I'm going to try and model up my house, and it'll be nice to have things parametric.
Hey Andy, the short answer is yes I know mech machine. The long answer I don't use it as it's paid and I only showcase a full free workflow with blender precision to make it as accessible as possible. By all means mech machine is incredibly powerful but not for me due to the price. Well i'm clad Stephen got your support. I just love what his addon has made possible for me.
Thank you very much ! it's really well explained ..... Thanks again for the "Bevel Example"! I made a Paypal contribution a few days ago to thank you for your tutorials ^^
OUCH Jonathon!!! For a 3D -modeling- 'sculpting' program that's so incredible in so many ways, my question is this: Could Blender's 'developers' have possibly made it any more tedious, insane, and beyond illogical just to do even the simplest task? Yep, Blender is clearly the result of Rube Goldberg wannabees on LSD laughing hysterically while trying to amaze us with their Schrodinger's Cat conundrum approach to creating a simple (beveled in this case) 3D cube. Anyway keep 'em coming young fella! Cheers from Thailand! 😁
Your videos are so good but, I have some doubts, Does the Blender support curvilinear mesh? Is there any addon to achieve? Any help is appreciated. The reason is. Though we increase the segments in the bevel it still leaves creased edges in the beveled area. In Fluid flow simulations[Transonic, supersonic], the creased edges will change the physics. In CAD software it keeps the curves smooth. We can export to meshing software and do curvilinear mesh, which keeps the curves smooth. But in blender we are doing mesh modeling directly, Is there any way to keep the curves smooth without increasing the segments to infinite? like curvilinear mesh. If curvilinear mesh cannot be achieved in Blender then I cannot switch to Blender for modeling. 😥 I searched on the Internet, but I didn't get anything useful. I know my English is not good. Excuse me if there are any mistakes.
Hey Thianesh, I think the best that blender has for that would be "curves" & "Nurbs". But in all honesty, they do still feel a little weak and they are a little tricky to work with in blender. I'm sure with time development will continue but for now I don't know if you will be able to get the exact result that you are looking for.
I do have a question ( very beginner one ) . Say I have a rectangle object x=20; y=30m z=12. I want to have a domed (rounded, beveled?) top that comes down 2 in the z but centers in head the x and y. Kind of making a rounded top face. Do you have a start point for me to look?
I think Blender chamfering needs to be improved, the lack of dynamic Clamp Overlap, and the inconvenience of asynchronous chamfering strength, which is only possible in Percent mode, where the values don't support precise settings. th-cam.com/video/fL_uK--FtwQ/w-d-xo.html
Your videos are great, and fill a niche (precision modelling) that was sorely missing in the Blender community.
I'm so glad you think I've been able to fill this niche adequately
Excellent Series..
Kindly keep up the good work..
Thanks for the great video. I always use the bevel tool instead of the modifier because the settings intimidate me. It either doesn't work or doesn't give the effect I expect. Your video give very clear explanation, and I'm going to practice using it.
I think this is the best and most accurate bevel tutorial for blender specially with good narration. Most other tutorials lack critical elements of a good tutorial or they're either very slow with bad narration.
thx so much! i finally got my mesh bevelled the right way). explanation of scaling artifact did help a lot. modifier does the job way more precisely than the CtrlB straight out of the box. subbed
Thanks for completing my bevel training.
man, u deserve more views and subscribe, the teaching flow feels fluent and clear, love your attitude too! Lets go!
vertex groups on the modifiers is a killer feature. I'm glad you made a video teaching about it.
In the words of Centauri Republic Ambassador Londo Mollari, "Great Maker!"
But how many ppl actually got the reference?
Hi Jonathan, another great video! Really like the way you identify the subtle small issues since those are always the toughest to understand. One thing I find somewhat confusing about Blender is the way angle limits are measured vs the way Measureit lists them. For example, if you create a right triangle with angles of 90, 50 and 40, to trigger a bevel on the 50 degree corner, you actually need an angle limit of 130 or lower. Triggering the 40 degree corner requires an angle limit of 140 or lower. It is actually measuring the outside angle, not inside, which is the exact opposite of what Measureit does. Consistency here would have made this easier for people to understand. I am sure the Blender Foundation has a reason for this but your video really helped me understand the finer details.
That was an excellent tutorial! I have been designing jewelry for years but have been using the "Subdivision Modifier" in combination with the "Mean crease" mesh parameter to chamfer the edges. I knew of the "Bevel Modifier" but never understood its flexibility and power. From now on, the "Bevel Modifier" will be a useful part of my skill set.
Thanks for making me a better designer! 😊👍
This is second to none, much needed info, thanks!
A useful thing I found while playing with this is make the modifier meshes children of the root mesh -- then you can move the root mesh around and all the modifier meshes will move together with it in place, while still being able to move the relative positions of the modifier meshes.
Love your tuts ............ well presented and EXPLAINED !!!
Cheers & Thanks mate
My pleasure!
Best video about bevel modifiers
The best explanation ever!!! Thank you!
Thank you so much, that's the most useful Blender channel for me!
Congratulations for one more great video! I think precision modeling is so satisfying.
In the time: "limit by vertex groups", I am not sure but, I think that the issue with the back bevel was because you did not dissolve the corner edges (connecting with the hole) from the bottom of the cube, just as you did for the top.
Have you come across the add-on Mesh Machine yet? It lets you "undo" bevels after the fact, or change the dimensions, etc. It's not parametric, the object is still a standard blender object, but it basically automates a bunch of actions at once for you.
Also, when showing the "scale in one direction to remove a bevel" method, don't forget to utilize the CAD transforms add-on. This is the answer Most people use to eliminate a bevel. But that method only works if one of the flat faces happens to line up with a world axis, or local axis, without some extra work. CAD transforms helps with that for sure. BUT the method Also doesn't work at All for bevels along 2 curves surfaces. And will usually mess up at corners. This is where Mesh Machine Really shines. Select the chain, boom. gone. Also TONS of models you download for printing have poor resolution. Mesh Machine can help, as long as it's not a ton of work to turn the model into decent quad mesh, because you can re-bevel edges using additional subdivisions (might be good to mention to viewers that they shouldn't go much higher than their printer can actually print a layer so they don't waste their time making detail that they can't print)
Still loving your videos. Following along with your journey. Stephen can thank you for your CAD transforms video. I snagged that, but felt bad for not having paid for it, so purchased ArchiPack, which is AWESOME. But definitely a learning curve on that one for sure. I'm going to try and model up my house, and it'll be nice to have things parametric.
Hey Andy, the short answer is yes I know mech machine. The long answer I don't use it as it's paid and I only showcase a full free workflow with blender precision to make it as accessible as possible. By all means mech machine is incredibly powerful but not for me due to the price. Well i'm clad Stephen got your support. I just love what his addon has made possible for me.
Very, very, very Useful ! Thanks a lot for this !
Excellent video. Very well explained. Off to play with it now.
Glad it helped
Thank you for all the great videos!
3:49 OH NO FORGIVE ME FOR WHAT IM ABOUT TO DO TO THAT CUBE
you are on fire bro.
Thank you very much ! it's really well explained ..... Thanks again for the "Bevel Example"! I made a Paypal contribution a few days ago to thank you for your tutorials ^^
Glad it helped! and thank you so much for your support!
@@Keep-Making This vertex group thing for bevels is absolutely brilliant> 3d print tool: perfect !! you are a genius ^^
@@Keep-Making th-cam.com/video/UR4JJD1iglw/w-d-xo.html
In 3.22, I don't see the bevels being baked. Even after hitting apply, I can CTL-Z out of them.
OUCH Jonathon!!! For a 3D -modeling- 'sculpting' program that's so incredible in so many ways, my question is this: Could Blender's 'developers' have possibly made it any more tedious, insane, and beyond illogical just to do even the simplest task? Yep, Blender is clearly the result of Rube Goldberg wannabees on LSD laughing hysterically while trying to amaze us with their Schrodinger's Cat conundrum approach to creating a simple (beveled in this case) 3D cube. Anyway keep 'em coming young fella!
Cheers from Thailand! 😁
Your videos are so good but, I have some doubts,
Does the Blender support curvilinear mesh? Is there any addon to achieve? Any help is appreciated. The reason is. Though we increase the segments in the bevel it still leaves creased edges in the beveled area. In Fluid flow simulations[Transonic, supersonic], the creased edges will change the physics. In CAD software it keeps the curves smooth. We can export to meshing software and do curvilinear mesh, which keeps the curves smooth. But in blender we are doing mesh modeling directly, Is there any way to keep the curves smooth without increasing the segments to infinite? like curvilinear mesh. If curvilinear mesh cannot be achieved in Blender then I cannot switch to Blender for modeling. 😥
I searched on the Internet, but I didn't get anything useful.
I know my English is not good. Excuse me if there are any mistakes.
Hey Thianesh, I think the best that blender has for that would be "curves" & "Nurbs". But in all honesty, they do still feel a little weak and they are a little tricky to work with in blender. I'm sure with time development will continue but for now I don't know if you will be able to get the exact result that you are looking for.
I do have a question ( very beginner one ) . Say I have a rectangle object x=20; y=30m z=12. I want to have a domed (rounded, beveled?) top that comes down 2 in the z but centers in head the x and y. Kind of making a rounded top face. Do you have a start point for me to look?
Hey Mark, I'm not 100% sure about your question but if you could join and ask on the discord i'm more than happy to see if I can help you out
I think Blender chamfering needs to be improved, the lack of dynamic Clamp Overlap, and the inconvenience of asynchronous chamfering strength, which is only possible in Percent mode, where the values don't support precise settings.
th-cam.com/video/fL_uK--FtwQ/w-d-xo.html
I am full deaf/blind (low vision)