Fixing Blend problem
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 From:  Mauro (M-DYNAMICS)
6063.20 
Sure it produce good results !! :)
It always depend what you want...in advanced modeling usually G1 is not enough
i have read here from an user in the past:Apple wants just G2 filleting in their stuff...(take a look at the edges of I-Phone )
..or imagine to model a car with lot of patches that need to join together without seams ;)
Let Michael to say something,if he's not too busy :)
hope this time no misunderstadings :)
M
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 From:  Andrei Samardac
6063.21 In reply to 6063.20 
In all my organic tutorials I used G1, because G2 some times produce kinked result and as I can see it all looks good.
All I get from my experience is that G-0 (circular fillet) is look very digital, G-1 more organic, G-2 Super organic. But in most cases G1 is enough.
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 From:  Mauro (M-DYNAMICS)
6063.22 In reply to 6063.21 
Yes..sometime G2 could be "too tight" and give unwanted results
Now you can understand better my car-fender video (you asked me ;) )
My target was to have a G2 junction between fender and car-body
I've extracted curves from G2 blend surface
modified points of extracted curves withouth touching G2 points close to the body-car
sweeping all to get a fender that have sections with G2 continuity
at the end of the video you can see i did a close-up showing a perfect junction (G2-based)

M
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 From:  Andrei Samardac
6063.23 In reply to 6063.22 
yep, I understand you.

This is how it looks in precise terms.

I think simple man never distinguish G1 from G2 or G3.







-----------------------------------------
Portfolio: www.samardac.tumblr.com

EDITED: 27 Jul 2013 by ANDREI SAMARDAC

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 From:  DannyT (DANTAS)
6063.24 In reply to 6063.21 
Hi Andrei,

>All I get from my experience is that G-0 (circular fillet) is look very digital...

Circular fillets are G1 continuity or they should be. G0 is basically when two curves or surfaces just touch each other with no continuity.

Here's a video explaining it simply http://cadjunkie.com/1113/continuity-101

Cheers
~Danny~
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 From:  Andrei Samardac
6063.25 In reply to 6063.24 
Danny T,

I name G-0 just arbitrarily, in MOI its name is - Circular. So it looks like my mistake..

But it's the only mistake I made.
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 From:  DannyT (DANTAS)
6063.26 In reply to 6063.25 
Hi Andrei,

>But it's the only mistake I made.

Well....everything you show after G1 is incorrect G2 and G3 are curvature continuous and are useless when used with straight curves or planar surfaces.
The video I posted above explains it very well.

Cheers
~Danny~
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 From:  Andrei Samardac
6063.27 In reply to 6063.26 
Danny T,
No)

all I made I made with MOI Fillet function.

Fillet:

MY | in MOI
-------------
G0 | Circular
G1 | G1
G2 | G2
G3 | G3

Try it your self, and you will get the same result as mine.
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 From:  Andrei Samardac
6063.28 In reply to 6063.27 
I changed G0 to Circular.

All other continuity was taken from MOI filet function like in first screen.






Download project and try it your self:
https://docs.google.com/file/d/0B1uI4ljG15POdTE1bjFxTXNackk/edit?usp=sharing

If you show points on surface that was made by blend you will se the same points.

Circular - 3 Points
G1- 4 Points
G2 -6 Points
G3 -8 Points
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 From:  Andrei Samardac
6063.29 In reply to 6063.28 
G1- 4 Points
G2 -6 Points

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 From:  Mauro (M-DYNAMICS)
6063.30 In reply to 6063.29 
@Andrei:I think simple man never distinguish G1 from G2 or G3.
I understand what you mean ;) but is not always correct

G2 means to have a continuity of the curvature when join two curved surfaces together
It's obvious that is useless if your surfaces are flat,like Danny correctely says
But it can be useful for you because it give you a real smooth junction and speed up your workflow
I know that your target is rendering so: is it better to have a clean surface made from a G2 blend,quickly?
I suggest you to consider this option when you model and when possible,it will give you better results :)

Consider this like a kind suggestion without misunderstandings..you got this option..use it ! :)
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 From:  Andrei Samardac
6063.31 In reply to 6063.30 
M-Dynamics,
Previously I tried to use G2 every time to get smoother result. But in organic shapes it starts to produce kinked results. So I stop to lose time trying G2 and start to use G1 everytime :)
I now this workflow is not good for everybody, so you can do it as you like )
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 From:  BurrMan
6063.32 In reply to 6063.18 
"""""""""""""I just don't know which kind of curvature can handle -NSIDED- tool""""""""""""""""""""""""""

Michael spent alot of time to adjust and get the nsided tool he wanted. He mentioned that "for now", in it's initial release, it is only doing G1.. Later he will be working to get the curvatures in to it...

I think you were asking this?
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 From:  Michael Gibson
6063.33 In reply to 6063.12 
Hi Pilou,

> Does 3 a maximum?
> And that works also with 3 on a side and 2 on the other side ?

There is no specific maximum, yes it can work with 3 on one side and 2 on the other side.

- Michael
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 From:  Michael Gibson
6063.34 In reply to 6063.20 
Hi Mauro,

> Let Michael to say something,if he's not too busy :)
> hope this time no misunderstadings :)

Yes, the n-sided tool currently only does G1 continuity. Maybe it will be possible in the future to improve that but it's a pretty difficult area.


> ..or imagine to model a car with lot of patches that need to join together without seams ;)

Sub-d modeling can just generally work better for something that's supposed to have a large and complex smooth skin all over it without any distinct separate components to it.

If you're doing the kind of modeling where you need to build a complex G2 skin, I usually recommend looking into sub-d modeling to do that rather than NURBS modeling, it's just generally awkward even with advanced highly expensive software to do "patch by patch" G2 modeling using NURBS surfacing because it tends to basically apply pressure when you try to apply more force to a surface to behave in a certain way as compared to a more global smoothing solution like sub-d modeling does.

- Michael
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 From:  Mauro (M-DYNAMICS)
6063.35 
Thanks Burr and Michael for answers
Yes:NSIDED works well in many situations,now i know is G1
Agree with you Michael...about car-modeling there is a plug-in in Cinema4D that works well :

http://www.c4dplugin.de/splinepatch/splinepatch_en.html

I have it, but my modeling environment is MOI (i'm addicted :) )

M
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