But in Blender I can’t find any easy similar options. Does anybody know how to repeat this trick in blender? I need exactly a non-destructive, procedural solution.Thanks)
check the ‘fill caps’ in the Curve to Mesh node? you have it set a bit different than i would do it, so not positive that would work. as for the bevel, there are some addon node groups that can do that, or you can with selecting those caps and extrude/scale appropriately. easier would be just adding a bevel modifier, and control it’s angle so it doesn’t rebevel the beveled areas.
Its better to use geonodes for this, although i doesnt have any node group for this.
But anyway:
Problem with “fill cap” is the fact it doesnt connect cap to profile, i.e. vertices are disconnected in fact.
But more of that, geometry created for cap will be triangulated in a really awkward way.
Looks at this:
Here’s a setup that creates a circular array with geonodes; it’s more like what you’re used to with C4D. It can use a collection, a specific object, or itself as the instance.
(and keep away from the screw modifier, it’s completely horrifying.)