Re: [K3d-development] Re: fillet edges name
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From: Daniel S. M. <dsm...@gm...> - 2006-01-19 03:41:46
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On Wed, 18 Jan 2006 20:50:56 -0600, Joe Crawford <joe...@gm...> wrote: >> On 1/18/06, Daniel S. Matthews <dsm...@gm...> wrote: >> Why bring this up again? >> >> "Fillet edges should be called bevel edges." >> >> > > Good point, we had discussed this before. > > It was brought up again because the user who was testing it > complained, couldn't find it, and when I explained what it was called > she said that she thought it should be called Bevel Edges, because > that's what the command was called in other software, namely Maya and > XSI. (3dsmax calls it chamfer.) I also just tested Blender, and they > call the identical functionality to our fillet edges "bevel". > > Its not a very high priority thing. It was her personal opinion. It > certainly doesn't have to change. Other users will likely find fillet > edges to be fine. > > Obviously with user feedback, we have to take a step back and realize > that it is just a persons particular view. That's why I made a special > place for it. > But that is the confusing thing, Maya does use "Edit Polygons->Chamfer Vertex" as well as "Edit Polygons->Bevel " They define a fillet this way "In modeling, a seamless blend between two boundaries that is made up of sets of surface curves." in other areas they mix things up and call it a bevel. One thing to be clear on is that a bevel does not have concave curvature, a fillet does. The question is can a fillet have convex curvature? If it can a curved bevel (not a chamfer) is a subset of fillet where the curvature is convex. In Rhino a fillet is curved, it has a radius, a single face is a chamfer, which is a type of Bevel These terms derive from architecture and metal working. The "Fillet Edges" Modifier tries to handle convex and concave joins and it works OK, except on convex corners where it gets things the wrong way around or adds a bump where there should not be one. Some simple logic that looks at the normals of the faces that belong to the edges should result in the correct result, curve in, curve out, don't curve. see attached example. -- http://dan.3-e.net http://pic.3-e.net |