Fillet issue on corners.

Next
 From:  Toha785 (TOHA)
9959.1 
Hey everyone! i am new in nurbs modelling. i wonder to know why i can not fillet all edges with corners. I have tried to find an issue but there is no any answers. I will be glad if you will help me. Thanks
Attachments:

Image Attachments:
Size: 93.7 KB, Downloaded: 14 times, Dimensions: 1087x1169px
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Toha785 (TOHA)
9959.2 In reply to 9959.1 
Anyone knows why it gives different results when i try to make boolean (union) a big object with two smallest ones. both details are equal.
Image Attachments:
Size: 100.5 KB, Downloaded: 9 times, Dimensions: 1550x1200px
Size: 84.9 KB, Downloaded: 12 times, Dimensions: 1252x1164px
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
9959.3 In reply to 9959.1 
Hi Toha, there are a couple of places where you've got 2 surfaces adjacent to each other which are close to being smooth but not quite all the way smooth:





That can make things difficult for filleting because surfaces that meet at a very shallow angle like 3 or 4 degrees will try to get a fillet made between them but it will be a very very skinny fillet and it will have difficulty intersecting a very skinny piece with the rest of the model.

I'll see if I can tune it up for you. The first part will be to draw a line and do a boolean difference on the bottom part to shave off a piece here so the bottom can be all one single plane:



- Michael

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
9959.4 In reply to 9959.2 
Hi Toha,

re:
> Anyone knows why it gives different results when i try to make boolean (union) a
> big object with two smallest ones. both details are equal.

Can you please post the .3dm file for this one too? That makes it a lot easier to inspect your geometry to understand what is happening.

From the screenshot it looks like maybe you've got the back of the piece to boolean just barely grazing over the same surface area as the main piece? That will tend to make booleans difficult because the boolean code will try to intersect the surfaces and 2 surfaces that just barely graze over each other can have a complex intersection. You can do it if they are very accurate like 2 planes exactly aligned with each other but it is usually better to make the detail piece push some distance into the main object rather than skim right along the same surface areas.

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
9959.5 In reply to 9959.1 
Hi Toha, so for your filleting one I did one cut with the line as shown above, and then I also drew in a side profile and used boolean difference to cut another little strip off so that the surfaces would be all well aligned where they meet up (and in this case it's just one surface which is even better):





This version should fillet a lot easier now, see attached .3dm file.

- Michael

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
9959.6 In reply to 9959.1 
One of the things that you want to do with NURBS modeling is to use 2D profile curves and boolean operations to form much of your model. As opposed to building the 3D wireframe and then trying to fill that in like you would do in poly modeling.

Check out here for some tips for people coming from a poly modeling background:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4865.2

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Toha785 (TOHA)
9959.7 In reply to 9959.4 
Thanks Michael for the first tip. Now i understand.
For the second question i have attached the file
Attachments:

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
9959.8 In reply to 9959.7 
Hi Toha, so the issue for the second question is that one of the detail objecs is not a closed solid. When you select the upper one the object type in the upper-right corner of the screen shows "Joined srf" instead of "Solid".

That means it has what are called "Naked edges" in it which are edges that only belong to one surface instead of being joined between 2 surfaces like it needs to be to be a closed solid.

You can see the problem area by selecting naked edges. In v4 you can do this by the "Details..." dialog which will list 3 naked edges. If you click on that label you can select them to see which area they are in:



You can also select them by setting up a keyboard shortcut as described here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=6051.2

Booleans work by intersecting the objects and then using which solid volume a piece is contained inside of to decide which things to keep and which to discard, if the object is not a closed solid it can't do that properly.

Somehow part of the trimming boundary on one of the faces has gotten sliced up into a small fragment, I've attached a version where I deleted the faces around the problem area and reconstructed it and this version should now give you a boolean ok.

- Michael

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Toha785 (TOHA)
9959.9 In reply to 9959.8 
Thank you very much! Now it works correctly.

Best regards,
Toha
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Toha785 (TOHA)
9959.10 In reply to 9959.9 
İs there easiest way to remove this edge which does not affect on surface?
Image Attachments:
Size: 94.3 KB, Downloaded: 15 times, Dimensions: 1746x840px
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
9959.11 In reply to 9959.10 
Hi Toha, to remove an edge you would need the 2 surfaces on either side to be just one larger surface instead. That can be difficult to do after you've done booleans and such to an object. It's easier to do it earlier on when the surfaces are initially constructed. At that time you would want to focus on the curve structure that you used to construct the surface and make sure you don't have multiple segments in the curve.

Why do you want to remove the edge?

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Toha785 (TOHA)
9959.12 In reply to 9959.11 
it is not a big deal, but i wonder to know why it creates an additional edge when fillet it?
Image Attachments:
Size: 108.1 KB, Downloaded: 10 times, Dimensions: 1825x969px
Size: 106.1 KB, Downloaded: 10 times, Dimensions: 1825x969px
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Toha785 (TOHA)
9959.13 In reply to 9959.12 
i marked fillet edges
Image Attachments:
Size: 127 KB, Downloaded: 12 times, Dimensions: 1825x1030px
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
9959.14 In reply to 9959.12 
Hi Toha, can you please post your model file so I can take a look at it?

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Toha785 (TOHA)
9959.15 In reply to 9959.14 
here is
Attachments:

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
9959.16 In reply to 9959.15 
Hi Toha, I think it's because these surfaces are not totally smooth to each other:



When surfaces meet up at a sharp edge, then the fillets constructed between them do not touch each other directly. So it's building the fillets and then putting in a blended corner patch between them, that's the small piece.

It looks like the surfaces are smooth over on that side but maybe not on the other. That's one of the problems with trying to construct models by building the 3D wireframe and then filling in pieces directly to the wireframe. It's very easy for the filled in surface to not be fully smooth with each other.

Your surfaces there have control points like this:


What you would want to see for best geometry quality is something like this:



You'll get this type of structure if your base shape is an extended block and then you use 2D profile curves to trim away pieces to form the outline.

This makes a simpler "underlying surface" that has trimmed away areas. One surface made like this will be smooth throughout but if you go in and try to fill in a 3D wireframe that won't be the case.

- Michael

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Toha785 (TOHA)
9959.17 In reply to 9959.16 
i cut this part with a curve which was detached from another surface. I tried rebuild detached curve but it still had many points on it since i want to keep the shape. As i understand this is not a good idea to use detached curve for cutting. Am i right? Instead of i need to create a new 2d curve?
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Frenchy Pilou (PILOU)
9959.18 In reply to 9959.17 
You can use Construct / Curves / Iso Curve for have directly same number of points...

---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
 From:  Michael Gibson
9959.19 In reply to 9959.17 
Hi Toha, yes a curve that was created as a result of intersections between surfaces can be pretty dense. But the thing that is most undesirable about the above surfaces is not that the control points are dense, it's that the surface shape is being affected by forcing it to hug the boundaries directly.

It's pretty subtle in this case but look at when I draw 2 lines connecting CVs of the triangular surface:



Then if I move the upper line down so it is on top of the lower one you can see they are not going in exactly the same direction:



It's a small amount but there's a slight twisting happening throughout that surface.

If the edges trace out the same silhouette from the side view, you would have better surface quality if the surface was a straight extrusion and the triangular border comes from trim curves on the surface rather than the surface itself hugging the border. That's what I'm trying to show by this:


Surfaces like that which are simple extended extrusions with trim boundaries on them will be generated when you do a boolean on a solid object cutting it with a 2D profile curve.

If you instead set up the model by building the 3D wireframe for it and then filling in areas using freeform surface commands between the edges you won't get trimmed surfaces, you'll get surfaces that hug directly to the edges. They can have a precise surface shaping in some cases like if the edges are the same exact shape or mirror images, but if they are of different lengths then the result will not be quite the same as an extrusion that has trims on it.

The main thing is that if you have extended shapes and use booleans with 2D curves as the cutting objects you will get the precise simple trimmed surfaces from that method automatically.

So when it's possible to do so it is better to use booleans to construct the model, especially using 2D curves as the cutting objects. This is where the NURBS modeling strategy is quite different from poly modeling.

- Michael

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged
 

Reply to All Reply to All