How to make procedural caps in Screw modifier

Hello. I’m former user of Cinema 4d, now I use Blender and sometimes Blender makes me so confused.

Here is a setup made in Cinema 4d. I can add caps and bevels easily with a few clicks.

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.

It would be too obvious to check “fill caps”)) Unfortunately it doesn’t work. What is addon node groups? Do you have any link?

I believe I made a node group that will do this; I’ll check in the AM.

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you have to use curve to mesh before fill curve, because fill curve converts it already to mesh.

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:


Result of weld + triangulation:

Overlapping geo:

So if we remove all “unnecessary” points on the curve profile and put a Weld midifier in stack, it will work:

But really, i highly recomment to find some geonodes based approach for this.

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Fill curve will flatten the geo.

Thanks. I need setup like this (cinema 4d examlple)


in blender screw repeats lathe c4d functions but screw can’t create caps(

Hmmm…  

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Lol! Im complitely forget about fill curve checker on curve to mesh node :rofl:

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it turned out simpler than I thought)) Thanks)

And is there any solution how to make circular array with geometry nodes, like in this example?

Something like this, with your curve as profile may help you.

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Interesting but it doesn’t work like array in blender.

Now i tried to recreate circular array in geometry nodes, but unfirtunately I don’t have enough knowledge about geo nodes.

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.)

GN radial array.blend (1.1 MB)

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Thanks for help) And I also found a simpler option)