[WIP]Bevel after Boolean


(Rodinkov Ilya) #732

It looks very good.

(Fatesailor) #733

Thanks Ilya! :smiley:

(Fatesailor) #734

Let put here some images that demonstrate the beveled cuts resulting from add-on’s operations too. They are valuable for giving a good idea of the structures it produces:

(Rodinkov Ilya) #735

Fix for Blender 2.80:
Work in Edit mode
Work ‘Pipe’ method

Location in UI -> Tools

bab_v_0_2_2_1.py (35.9 KB)

(lacilaci86) #736

This tool should be in blender by default! Amazing

(Rodinkov Ilya) #737

Normal transfer factor
Make Pipe in Edit Mode and in Object Mode:
Create pipe from selected edges. Create a pipe at the intersection of objects (boolean).
For 2.79:
bab_v_0_2_3.py (43.1 KB)
For 2.80:
bab_v_0_2_3.py (46.2 KB)

(brothermechanic) #738

you’re the fastest in the wild west!

(Arseny Melkumyan) #739

Здорово ! Nice !

(bkjernisted) #740

Thank you for your great addon Rodinkov_Ilya.

(Fatesailor) #741

Btw, let mention here again that someone can achieve a variety of modeling tasks with the use of ‘Bevel after Boolean’… it is not only for bevelling the boolean seams. You can produce with it very nice looking things by taking advantage from the seams produced in the slice mode. A little bit manual work and you can have very satisfying results. Search my instruction videos in my previous posts in this thread and you will understand how those things are achieved. The way followed is very easy to understand.


I was trying it in 2.8 last night and found out that Auto Smooth was broken in Eevee , I reported it and got fixed today.
But why do i have to disable Stop Calculations to see the bevel result ?.
With Stop Calculation enabled only the cutter mesh gets smoothed and no bevel shows , with Stop Calculation off everything works Ok.

(Rodinkov Ilya) #743

In the first iteration there is an error creating a group of vertices. I do not know why.
And as a temporary solution, it was decided to pause.
During the second iteration, and so on. There is no error in creating a vertex group.

To be precise. That boolean overwrites the data of the vertex groups at the first iteration


I don’t see any vertex groups being created.
Maybe I’m doing something wrong.

(Rodinkov Ilya) #745

Vertex groups are created for internal needs. Once completed, they are removed.
Source object
Boolean object

If they are needed. I can remove the deletion


I get it now thanks.

(Fatesailor) #747

After a lot of testing I do see that there is a problem when the add-on tries to do a difficult somehow task: It freezes all Blender and the user becomes forced to close the whole app by clicking ctrl+alt+delete. In older versions (as in 0.09) in such cases the add-on gave bad results but did not freeze Blender. You had to make ‘undo’ (ctrl+z) and it was ok… now you wait and wait and, finally, you become forced to close Blender.

It would be good when the add-on can not deal with a difficult situation to abandon the task after a while, so that the user be not forced to shut down all Blender.

(bkjernisted) #748

Will Ctrl Alt S not save a copy Fatesailor? Just wondering.

(Fatesailor) #749

I never tried this. Will try and inform you… :slightly_smiling_face:

(bkjernisted) #750

Better Shift Ctrl S to save as. Otherwise you might loose the file you are working on. Look under the file menu for options.

(Fatesailor) #751

Ok. thanks Bkjernisted! :slightly_smiling_face:

Btw, let put here an idea for a new feature in ‘Bevel after Boolean’: The strips produced in the add-on’s operations can be used very nicely for producing a variety of hull panels (and even pipes following the surface geometry) on objects (by a little bit manual work). The problem is that this can not be done for intersecting strips. I thought a lot for finding a manual solution to the problem but still did not find one. So, I am putting below a video showing how Mesh Fusion achieves such results.

Just mentioning the whole thing so that maybe you get an idea, Ilya, and you can implement such a thing in ‘Bevel after Boolean’ too. If we can produce clearly intersecting strips then we can make -manually- extrusions from them and produce very complex hull forms on the objects (as it happens in the video below):