Hi Marco, so some of the fillet problems are due to low surface quality in the end pieces:
For example here it's pretty subtle but I noticed a wobbly shape here:
The surface control points kind of fold back on themselves here:
This surface does not look like one that would result from a fillet, are you probably making these by using the Network command? If so then that's the problem, you would want to instead use the fillet command to make these big rounded areas too, with a larger fillet radius.
Also this one along the side is problematic:
It's not good for a NURBS surface to have 2 of its natural edges meet up smoothly like that, it makes the surface compressed and messy there. It is easy for the surface normal to wobble around in a small area with stuff like that. Instead things like that should be formed from a larger surface that has distinct corners and then it's trimmed rather than the surface directly constructed to an irregular boundary like that.
Putting in Network patches like that will also result in your surfaces not meeting up smoothly to each other which is then a lot more difficult to fillet. Like here for example I don't think your model is smooth:
It's a lot more difficult for a fillet to be constructed across a sharp edge like that especially if it is somewhat close to being smooth. Fillet surfaces only naturally meet up with with each other end-to-end when the surfaces that are being filleted are smooth to each other. When they have a sharp corner the fillets do not naturally meet up instead they have to be extended and intersected with each other and when things meet at a shallow angle that is nearly smooth it means the extensions have more like a zone of intersection rather than a crisp intersection.
Some other areas that kind of show a "patch by patch" fill in construction method are stuff like this:
What I would expect for that surface is for it to be a longer piece that is trimmed instead of the surface being directly contained inside these end edges.
I'd guess that maybe the rounded end was sort of "tacked on" ? Instead what you want is to have the entire base model extend further and then use filleting to make those large rounds instead of trying to manually grow them on to the end.
- Michael
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