Bevel width in edit mode not clamping to surrounding vertices in all cases. #69602

Closed
opened 2019-09-06 21:15:04 +02:00 by Lino Thomas · 10 comments

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60

Blender Version
Broken: version: 2.81 (sub 8), branch: master, commit date: 2019-09-06 13:07, hash: a94bf0e134
Worked: (optional)

Short description of error
Hi,

the bevel operator is not being affected by surrounding edge loops(or vertices?) in all situations.
The results of the operation depend on the amount of selected edges to be beveled.

First the example, where the bevel results are as expected:
Bevel_02.png
I have only two edges selected and increase the bevel width as much as i can.
The bevel will clamp to the "start/end" vertices of the selections.
As the selections are only single edges, the resulting bevel is clean, all edges are parallel (i am ignoring the intersecting vertices in the middle for now).

Where the bevel fails:
Bevel_01.png
The same starting geometry, but with simply the middle edge also selected.
As we can see, increasing the bevel width will result in an uneven result. The edges are not parallel anymore.
Only at the "start/end" point of the selection, in this case the outer two vertices, the bevel is stopped correctly.

The expected result is, that the with of the bevel is clamped at the surrounding edge loops.
This is how the bevel in 3dsMax for example operates.

Exact steps for others to reproduce the error

Steps to reproduce:

  1. Open the attached file:
    bevel_not_clamped.blend
  2. hit ctrl+b to bevel
  3. Increase the bevel width as much a you can, the issue should be become apparent.
  4. Optional: use the scroll wheel to add more subdivisions to the bevel to see the non parallel edges.

Thank you for your time!

  • Lino
**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60 **Blender Version** Broken: version: 2.81 (sub 8), branch: master, commit date: 2019-09-06 13:07, hash: `a94bf0e134` Worked: (optional) **Short description of error** Hi, the bevel operator is not being affected by surrounding edge loops(or vertices?) in all situations. The results of the operation depend on the amount of selected edges to be beveled. First the example, where the bevel results are as expected: ![Bevel_02.png](https://archive.blender.org/developer/F7720085/Bevel_02.png) I have only two edges selected and increase the bevel width as much as i can. The bevel will clamp to the "start/end" vertices of the selections. As the selections are only single edges, the resulting bevel is clean, all edges are parallel (i am ignoring the intersecting vertices in the middle for now). Where the bevel fails: ![Bevel_01.png](https://archive.blender.org/developer/F7720095/Bevel_01.png) The same starting geometry, but with simply the middle edge also selected. As we can see, increasing the bevel width will result in an uneven result. The edges are not parallel anymore. Only at the "start/end" point of the selection, in this case the outer two vertices, the bevel is stopped correctly. The expected result is, that the with of the bevel is clamped at the surrounding edge loops. This is how the bevel in 3dsMax for example operates. **Exact steps for others to reproduce the error** Steps to reproduce: 1) Open the attached file: [bevel_not_clamped.blend](https://archive.blender.org/developer/F7720103/bevel_not_clamped.blend) 2) hit ctrl+b to bevel 3) Increase the bevel width as much a you can, the issue should be become apparent. 4) Optional: use the scroll wheel to add more subdivisions to the bevel to see the non parallel edges. Thank you for your time! - Lino
Author

Added subscriber: @LinoThomas

Added subscriber: @LinoThomas

Added subscriber: @WilliamReynish

Added subscriber: @WilliamReynish

To get the desired result in this case, use Percentage.

I don’t think this is a bug.

To get the desired result in this case, use Percentage. I don’t think this is a bug.
Author

Can confirm, that with percentage it does work.
Thank you for the quick reply.

Is then the default "offset" behaving like and end user would expect it?
It was sadly not clear to me and i thought i tried all the options in the operator (obviously i missed the percentage).

Can confirm, that with percentage it does work. Thank you for the quick reply. **Is then the default "offset" behaving like and end user would expect it?** It was sadly not clear to me and i thought i tried all the options in the operator (obviously i missed the percentage).

Added subscribers: @howardt, @mano-wii

Added subscribers: @howardt, @mano-wii
Howard Trickey was assigned by Germano Cavalcante 2019-09-24 15:29:27 +02:00

@howardt, I suppose the "offset" behavior is working as intended, right?

@howardt, I suppose the "offset" behavior is working as intended, right?
Author

If it is working as intended/designed, then i would reconsider the design.
Because right now when changing the "width type", it resets the "width" value, as percentage and the offset values are not compatible.
One is done in a 0-100% range the other uses a integer from 0-1.
The usual offset bevel is the preferred one as the percentage will not create even bevels you need most of the time.

I suggest changing the offset to have a setting to clamp to the nearby ede loops as shown in the images.
If this should be the default, is a different question i dont want to ask here.

If it is working as intended/designed, then i would reconsider the design. Because right now when changing the "width type", it resets the "width" value, as percentage and the offset values are not compatible. One is done in a 0-100% range the other uses a integer from 0-1. The usual offset bevel is the preferred one as the percentage will not create even bevels you need most of the time. I suggest changing the offset to have a setting to clamp to the nearby ede loops as shown in the images. If this should be the default, is a different question i dont want to ask here.
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Member

I had put some code in to clamp the sliding amount on "terminal edges" - those where the selection stops at a vertex. That's why you get the clamping result you want when you selected isolated edges. But I really intended one to use the 'clamp overlap' checkbox to cause clamping, and in retrospect I probably shouldn't have done that other clamping even when the box wasn't checked, because it confuses matters about when clamping happens.

Now, if you use 'clamp overlap', the clamping happens but it is a global clamping, so we don't get the result that it seems you want here -- for all of the bevels to continue until they clamp, even though that means a different clamp amount for each edge, or even each end of each edge (as you seem to want here). There are all sorts of arguments for all kinds of clamping, and I will likely add more eventually. It is a current ask that I have registered in my TODO task, #48583. So I'm archiving this for now.

I had put some code in to clamp the sliding amount on "terminal edges" - those where the selection stops at a vertex. That's why you get the clamping result you want when you selected isolated edges. But I really intended one to use the 'clamp overlap' checkbox to cause clamping, and in retrospect I probably shouldn't have done that other clamping even when the box wasn't checked, because it confuses matters about when clamping happens. Now, if you use 'clamp overlap', the clamping happens but it is a global clamping, so we don't get the result that it seems you want here -- for all of the bevels to continue until they clamp, even though that means a different clamp amount for each edge, or even each end of each edge (as you seem to want here). There are all sorts of arguments for all kinds of clamping, and I will likely add more eventually. It is a current ask that I have registered in my TODO task, #48583. So I'm archiving this for now.
Author

Hey Howard,

thanks for your answer and work on the matter!
Yes a non global clamping would be appreciated, if i understand you correctly. Looking forward to your solution.

Hey Howard, thanks for your answer and work on the matter! Yes a non global clamping would be appreciated, if i understand you correctly. Looking forward to your solution.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#69602
No description provided.