recreating a rounded pyramid in moi.  1-20  21-39

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 From:  manz
1782.21 In reply to 1782.18 
>>Is your bottom rounded also or flat? If rounded, how do you get it with reail R

Just download the attached 3dm in that post. The rail and profile are in that file.
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 From:  telnoi
1782.22 
this is the shape I was after.


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 From:  telnoi
1782.23 
This is basically the last issue I'm facing prior to finishing my model.
I am again havving issues with a pyramid shape. The shape on the left was done using rail revolve, the shape on the right with lofting. The issue here is that both shapes have undesirable fillets. The picture explains the issues.



How can this be avoided? I have also tried just lofting two triangles that are not rounded, after which I applied a fillet, but that also seems to result in overlapping fillet edges.

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 From:  Michael Gibson
1782.24 In reply to 1782.23 
Hi telnoi, fillet of a large radius going around a tight bend can generally be problematic.

Normally the way that I would recommend doing this is to start with the full blocky shape like this:



Then do the large radius fillet first:



Then follow with the smaller radius fillets afterwards, that order of large first small later generally helps avoid the kind of bunching that happens if you try to make a large radius go around a tight bend:



Unfortunately MoI's filleter currently runs into problems in this kind of "vanishing fillet" type situation where the fillet surface narrows down and ends in a single point like this (this is when the fillet surface does this, which is different from a corner piece between fillets doing it).

So this will require some kind of low level surgery to fix up.

What I did was to delete those messed up corners, and also the long fillet that was next to them.

Then I selected these 2 open edges:



And ran Construct / Blend to create a blend surface between them:



Then I selected the edges around the top open part and ran construct/Network to fill in that area.





There was another issue when repeating this for the 2 other sides, that the fillet had ended up trimming the edges in that area creating a small sized extra edge in there, so I had to select that edge and its neighbor and do Join before doing Network on those ones to get the full length in the Network.

The final result is attached as lastissue_2.zip, I hope it may be sufficient for you.

I am nearly ready to apply a geometry library update to the v2 beta, it seems to incorporate quite a few fixes for filleting so hopefully this should improve shortly. I'm not sure yet if it covers this kind of "disappearing" fillet surface to a point yet or not though.

- Michael

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 From:  osx59
1782.25 
Ou la la, There is much simpler!!

Vincent


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 From:  Frenchy Pilou (PILOU)
1782.26 
Toblerone Professor Tournesol advice :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  telnoi
1782.27 
Pilou, that is what I did initially, but I required more control over the final outcome of the fillet shape itself. The client i am working for is very specific about these kind of details.

>And ran Construct / Blend to create a blend surface between them:

First time I used those tools :) seems they may come in handy fixing some other minor issues I was facing in the past. I am most certainly looking forward to the v2 update. Moi is such is a useful product, especially considering I learned to pick it up and do some decent work within two days. The final model would have been absolute hell to model in c4d, or any poly modeler for that matter.
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 From:  osx59
1782.28 
or ......

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 From:  Michael Gibson
1782.29 In reply to 1782.25 
Hi Vincent,

> Ou la la, There is much simpler!!

Definitely that is a more simple way! But all those rounds that you show there are of the same radius, it's a different shape than having a larger sized round towards the front and smaller rounding around the long parts.

- Michael
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 From:  osx59
1782.30 
Yes, of couse !

But this !

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 From:  Michael Gibson
1782.31 In reply to 1782.30 
Hi Vincent, yes that is more the right kind of shape!

But if you look at the corners you can see a kind of sag or ripple in the corner area. The fillet mechanism is having a difficult time filling in that corner, it is kind of a too-broad area for the corner-filling mechanism to handle.



- Michael
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 From:  Michael Gibson
1782.32 In reply to 1782.27 
Hi Telnoi,

> First time I used those tools :)

Basically Blend and Fillet are the only tools currently in MoI that focus on constructing things that match smoothly with surrounding surfaces.

In the future I definitely want to add more options to different commands to enforce smoothness (often this is called "continuity" in NURBS modelers).

Like in this case it would have been better to have a continuity option in Sweep so that the long skinny surfaces could just stay in place and a 2-rail sweep could be done from the fillet edge down to the point.

Eventually those things will come, they are kind of a more "low level" type NURBS modeling dealing with surfaces more directly instead of the "high level" solids type methods.

The solids type methods are usually faster and kind of easier to use because they incorporate several kinds of "low level" tools applied in a bundle, but if they can't do the proper job in a particular case then it is good to be able to fall back on some of the individual "low level" type tools.

- Michael
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 From:  manz
1782.33 In reply to 1782.22 
>>this is the shape I was after.

So not like the shape you posted originally. (c4d image)
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 From:  manz
1782.34 In reply to 1782.23 
>>I am again havving issues with a pyramid shape.

I would first look at lofting (loose) with 2 control curves close to intersections, and there will be a need to align control seam.




of course that is just a guess at what is wanted, but editing can be easily done via the control curves.

EDITED: 3 Aug 2009 by MANZ

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 From:  Frenchy Pilou (PILOU)
1782.35 
There is an another solution
Take a cube and make some Successive Boolean "Merge" between the cube and close rounded triangulated profiles!
So no need to use fillet ;)

you can rotate cube / profile or the inverse
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 From:  manz
1782.36 In reply to 1782.35 
Hi Plilou,

>>There is an another solution

The shape could be made in a number of different ways, but it is really down to what is actually wanted.

IMHO, attempting filleting on such a shape in MoI is not what I would do (at the moment) there are other options, lofting or network will work if a little time taken.
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 From:  BurrMan
1782.37 In reply to 1782.36 
I agree here with Manz as the filleting works in MoI but is giving the headaches in rendering system. My attempt with no fillet's using network. The shape is not his exact outcome though it's just a matter of drawing the curves as you want.

I'm going to render this later to see if produces a desirable result.

Burr


EDITED: 19 Jun 2012 by BURRMAN

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 From:  Brian (BWTR)
1782.38 In reply to 1782.37 
Was there anything that did not fullfill the need in my second image modelling approach of the post 1782.6?

Brian
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 From:  telnoi
1782.39 In reply to 1782.33 
>>So not like the shape you posted originally. (c4d image)

No, but I had a limited amount of reference to work with. I fixed the issue after discussing the model with someone who has the product. Regardless, I ended up with the correct shape because of your combined efforts.
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