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rolfcoppter

Wanting the recipes
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Reply with quote  #1 
Hey guys,

I'm trying to make a procedural bevel setup based on some created rules. I have tried a few different ideas but can't seem the get it working. 

What I am trying to do is apply a bevel to all the corner edges on a geometry based off an extruded cube. I attached a picture with a better example of what I mean. I want to be able to bevel the edges marked in white without having to always manually select the edges I want beveled. (I forgot to mark the very front corner but that would be included).

My first question is how can I isolate the corner edges only? I did manage to do something with the point nodes creating weights based on normals then plugged into the group node, but I'm wondering if there is an easier way.

Has anyone done something like this or have any tips on how to accomplish? Example_forSoup.PNG 

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JeremyR

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Reply with quote  #2 
I have an idea but untested at this stage. If you use a tesionMap node you could find the edge creases and pipe the outTensionPP into a group node in weightmap. USe those outComponents as the bevel ones. 
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JeremyR

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Reply with quote  #3 
If you throw a toonline on the mesh you can get the creaselines to highlight the edges you need, I just cant find how to output those lines to component edges. Take a look and see if you can get something useful out of that. Probably require the PFXToArray node. Let me know how you go.

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oglu

First taste
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Reply with quote  #4 
create soft hard edges from angle...
select hard edges...
bevel... 

we do that all the time on game assets...
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rolfcoppter

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Reply with quote  #5 
Hey Jeremy,

Thanks for the tip! I am not able to isolate the edges I want using the tension node to drive the weights of the group node. 

The issue I am having now is that the bevel node doesn't work on my geometry. I keep getting an error saying it was non-manifold vertex. But when I clean up the geometry the tension map node doesn't give the same weights as it does pre-cleanup.It is missing edges and you can tell by the color that it's not working properly. 

I attached pictures for reference, the first one is correct and the second one is the one I'm getting bad results from.

does anyone have a work around?


Capture.PNG Capture2.PNG


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JeremyR

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Reply with quote  #6 
You could try the toonline option suggested above. Have only crease option on and convert to mesh. Then attributetransfer weights from this mesh onto your output mesh. Let the group node take it from there.
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rolfcoppter

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Reply with quote  #7 
Sorry for the late update but i ended up getting this to work but what i found was once the bevel was applied the uvs got messed up really bad.
Because the Uvs are from an instanced cube once beveled it doesn't understand where to put the new faces or edges. 
If this inst clear i can attach an example
Anyone have a solution to this?

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pshipkov

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Reply with quote  #8 
use tensionMap in "curvature mode" to detect the features.
pipe tensionMap.outTensionPP into this into a group.inWeightPP
that will give you the point ids.
convert it to edges using componentToComponent node.
Control the bevel modifier with it.
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rolfcoppter

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Reply with quote  #9 
UPDATE***
___________________________________________________________________
I used the setup above but i had to make some changed. I found that i couldnt get some of the corners to work with the tension map but what I did do was use the kd tree node to check how many verts were connected to a single ver and then added any verts that had 6 connecting verts into the selection for bevel. 

I find beveling becomes super expensive the more components you have in your list. I wonder if this is just a Maya thing? Because I can instance tons of cubes and clean the geometry(delete inside faces, merge vertices) and make the proper component selections in seconds but it can take hours to bevel from that selection. Anyone else find the Maya bevel super slow?

thanks,
Jordan


Attached Images
Click image for larger version - Name: Capture.PNG, Views: 8, Size: 147.56 KB 

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pshipkov

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Reply with quote  #10 
Yes, beveling in Maya is very slow.
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hadonai

Asking for seconds
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Reply with quote  #11 
maybe try the "polyBevel" node or "polyBevel2" rather than the default "polyBevel3".
I noticed that the older one is much faster on heavy meshes.
 
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pshipkov

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Reply with quote  #12 
Even the old one gets very slow very fast.
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