SIgor420 One of those that I really miss is proportional beveling.
The original PolyBevel 1.0 SOP did in fact have the ability to do proportional bevels. It's still available and I use it when I need that feature. One way to re-enable it is to go to your Polygon Shelf > right-click > Edit Shelf Tab > Tools, and select the node. It's a shame that feature never made it into the updated PolyBevel tools (RFE already submitted). Maybe for PolyBevel 4.0?
Edited by Siavash Tehrani - Sept. 16, 2021 16:20:54
SIgor420 One of those that I really miss is proportional beveling.
The original PolyBevel 1.0 SOP did in fact have the ability to do proportional bevels. It's still available and I use it when I need that feature. One way to re-enable it is to go to your Polygon Shelf > right-click > Edit Shelf Tab > Tools, and select the node. It's a shame that feature never made it into the updated PolyBevel tools (RFE already submitted). Maybe for PolyBevel 4.0?
Wow, thanks for the tip, I had no clue. It’s hard to understand why would they not include it, its one of those super useful additions to the tool. By the way, where do people usually send them suggestions?
SIgor420 One of those that I really miss is proportional beveling.
The original PolyBevel 1.0 SOP did in fact have the ability to do proportional bevels. It's still available and I use it when I need that feature. One way to re-enable it is to go to your Polygon Shelf > right-click > Edit Shelf Tab > Tools, and select the node. It's a shame that feature never made it into the updated PolyBevel tools (RFE already submitted). Maybe for PolyBevel 4.0?
Ugh, I just tried Proportianl Beveling with older SOPs and they are not really working as expected...
Faitel I don't know any particular use cases for proportional bevel, but I have quick implementation for your example (simple box)
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Thank you for taking the time to tackle this. Proportional beveling is super beneficial when you work with Subdivisions, because it's very easy to select multiple edge loops and bevel them proportionally, meaning edges will conform to their nearest neighbor. So if I have 3 edge loops as I have in the video I showed prior to this post, with proportional beveling I could select all 3 edges and create support edge loops for the subdivision node. So instead of repeating this operation 3 times, I can do it in one with a proportional bevel. On top of that, the upper stream could stay procedural. It would be even better if you could make it look like this...
SIgor420 Ugh, I just tried Proportianl Beveling with older SOPs and they are not really working as expected...
I mean, there is a reason it's deprecated. However, that's not my use case for proportional bevels, I use it when I don't want a fixed bevel width between supporting loops.
I'm not sure how useful the bevels in the C4D example are... for my tastes the "aspect ratios" are a little too lopsided. I know your Houdini video was a simplified example, but couldn't you just use a single PolyBevel on all the edges set to 'Crease'?
This could work for some things, but what I am missing is control of getting more division inbeatween. So I woul additionall have to add more edge loops. With bevel I can do all of that at once with proportional bevel.
As this topic went further than I initially had in mind, I decided to rename it and simply update all my DM adventures here. The latest one is trying to recreate tank tracks to be procedural. To some extent I manage to do it, but, real challenge is to make sure tracks comfort to cogwheels teeth, which is kinda hard as I am not sure whats the real math behind it. So I'll have to try and figure that out. Other than that, for now I am happy with the results.
I decided to finish prototype for cube shape, despite the fact I think it should be redone from scratch with different approach to support complex forms.
Faitel I decided to finish prototype for cube shape, despite the fact I think it should be redone from scratch with different approach to support complex forms.
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Man, do it, and let's pitch it to SideFX! I'll beg them to implement if necessary...