a quick tip if it's not mentioned before in this channel, if your Bevel using CTRL+B and the bevel appears uneven, you could apply any transformation to your object before doing so by pressing CTRL+A
Once again, watching a Blender how-to tutorial leads to me learning something new. I had no idea about the Bevel node in materials. It doesn't quite hold up to close scrutiny, but for non-main objects in a scene with just a little beveling, it's a nice efficient cheat :)
Just look at the Likes to Dislike ratio. This tells this is one of the most healthy community, people straight find it useful and come here for these kind of stuffs.
Data Transfer is actually outdated for this. You can use the Weighted Normal modifier to get smooth bevels without having to transfer the data from another object. Just make sure that Auto Smooth is on! "Harden Normals" in the Bevel modifier (and when using the bevel tool, it's in the bottom left menu after you commit) will do the same thing, with the advantage of only applying to the needed bevels.
I don't seem to get the use of this - if I already have the object with perfect bevel, why recreate it using the same again? I'm not saying thi is stupid, I just don't understand.
@@maschlarea5172 This is most useful for game models when you use a mid-poly workflow. It allows you to get perfectly smooth bevels using much less geometry than other means. The silhouette won’t be perfectly smooth, but the shading will be. It’s just an easier way to get that high-poly to low-poly effect without actually baking anything and only ever having to make one model. It doesn’t make difference on a bevel with many segments, but it makes sense when you’re making game models and can realistically only use 1-segment bevels on most edges.
@@maschlarea5172 Yeah! Basically. It's a cool way to get subdivision surface-type details without all the geometry that's usually needed and especially useful if you prefer using a destructive geometry workflow. It's just mostly used in game assets due to polycount. You can get the same effect by using "Harden Normals" in the Bevel modifier (the advantage of this is that it will ONLY apply to bevels and you can limit it by angle, edge weight or vertex group) or using that same setting when you make a bevel operation (it can be found in the bottom-left menu).
@@loganpreshaw4430 I don't do games, but Archviz, and I struggle a bit with my rig (or in reverse...), so maybe I can apply this to diminish the polycount... at least on the satellite geometry of the surrounding city. Gotta make notes of this, before it gets swallowed by the tides of the internet!
It is a useful tool but beware it adds a lot to render time. So if you can't solve it with any other bevel , if its a really complex object with bad topology, then use the bevel node. Just a reminder.
instead of using data transfer, it'd probably be better to use the weighted normal modifier. it takes face area into account to determine the "strength" of each face's normal.
Huh, Knew all of these methods, good job me, @Blender Secrets , You may want to include the blender version you are using in every video from now on ... it is kinda important to know if we have these features or not... For the bevel modifier, You may want to set it to weight or vertex group if your model mesh is complex (High poly) The reason is that its extremely demanding on performance due to adding extra geometry, You may even notice stuttering when working with bevel modifier on "Angle" with holy poly mesh. *Mind, that all beveling operations require a solid topology and goes without saying, mesh made from quads, not triangles and not n-gons (That will yield bad results)
There is a even better method, you can set the "hardened normals" box in the bevel modifier while having only a single bevel segment, it will give the same result as a smooth, high segments bevel
Hi everyone, Is anyone here experienced with Blender? I'm struggling with beveling and could really use some help. I've tried a few addons, but they haven't worked well for me. Can anyone recommend a good bevel addon that’s reliable and user-friendly? Thanks!
a quick tip if it's not mentioned before in this channel, if your Bevel using CTRL+B and the bevel appears uneven, you could apply any transformation to your object before doing so by pressing CTRL+A
Haha thanks, I came here for 2 seconds just to look for an answer and 💥
Basically you should apply any transformations before using any modifier, especially the scale.
Gosh this channel is a total gold mine!!
Thank you so much! ❤️
New people... Always apply transforms before doing bevels
Don’t you mean scale?
@@lostcrusader8053 yup.....scales comes under transforms
Not ALWAYS always though, sometimes not applying the scale can lead to some interesting results :D but in general i agree a LOT.
Don’t do all transforms unless you want your origins and rotations all whacked out. You only need to do scale for this
@@goatpepperherbaltea7895 agreed. I used to apply scale and rotation but even that f's it up sometimes so only scale it is
You can also use ctrl+Shift+B to bevel vertices. It can be very useful and save you a lot of time.
You can also bevel vertices by Ctrl+B and then Pressing V
Once again, watching a Blender how-to tutorial leads to me learning something new. I had no idea about the Bevel node in materials. It doesn't quite hold up to close scrutiny, but for non-main objects in a scene with just a little beveling, it's a nice efficient cheat :)
The Edge Bevel Weight mode is awesome; I work with Blender for 5 years now and didn't know it!
0:35 - just use Weighted Normals modifier after bevel
Im starting to love this channel.. Lots of "fun facts" within very short time!
Thank GOD for a 3D tutorial with used keys displayed
Just look at the Likes to Dislike ratio. This tells this is one of the most healthy community, people straight find it useful and come here for these kind of stuffs.
Alsooo
多謝!
Thank you!
Wow, I don't know Bevel node, thankyou for this
Data Transfer is actually outdated for this. You can use the Weighted Normal modifier to get smooth bevels without having to transfer the data from another object. Just make sure that Auto Smooth is on!
"Harden Normals" in the Bevel modifier (and when using the bevel tool, it's in the bottom left menu after you commit) will do the same thing, with the advantage of only applying to the needed bevels.
I don't seem to get the use of this - if I already have the object with perfect bevel, why recreate it using the same again? I'm not saying thi is stupid, I just don't understand.
@@maschlarea5172 This is most useful for game models when you use a mid-poly workflow. It allows you to get perfectly smooth bevels using much less geometry than other means. The silhouette won’t be perfectly smooth, but the shading will be. It’s just an easier way to get that high-poly to low-poly effect without actually baking anything and only ever having to make one model.
It doesn’t make difference on a bevel with many segments, but it makes sense when you’re making game models and can realistically only use 1-segment bevels on most edges.
@@loganpreshaw4430 OK, I get it now! Thanks a lot! So it's basically mimicking the complex geometry, like MP3 is mimicking a WAV.
@@maschlarea5172 Yeah! Basically. It's a cool way to get subdivision surface-type details without all the geometry that's usually needed and especially useful if you prefer using a destructive geometry workflow. It's just mostly used in game assets due to polycount.
You can get the same effect by using "Harden Normals" in the Bevel modifier (the advantage of this is that it will ONLY apply to bevels and you can limit it by angle, edge weight or vertex group) or using that same setting when you make a bevel operation (it can be found in the bottom-left menu).
@@loganpreshaw4430 I don't do games, but Archviz, and I struggle a bit with my rig (or in reverse...), so maybe I can apply this to diminish the polycount... at least on the satellite geometry of the surrounding city. Gotta make notes of this, before it gets swallowed by the tides of the internet!
that bevel in cycles is game changing! now I don't need to apply bevel on each object when I'm doing archviz renders
It is a useful tool but beware it adds a lot to render time. So if you can't solve it with any other bevel , if its a really complex object with bad topology, then use the bevel node. Just a reminder.
just perfect . keep it up bro 😍😍
Thank you for the video!
I love beveled hard surface stuff
so if you want to change the position or the angle of the bevel to match so up with another edge, how would you change the angle?
Thank you! Also, I have worked if there is a way to apply smooth modifier only to certain parts of an object?
In Edit mode, select faces, RMB and Shade Smooth.
@@onjofilms thank you. It will work but it is not quite applyin subsurface modifier to only sold parts of the objects.
Thank you! This helped me a lot!
got bored > checking email > read email from blender secrets > click the link > happy
Ctrl+Alt+B as well to bevel individual vertices
That material sure is pretty. Do you have a tutorial for the nodes?
Nice. I've never tried Data Transfer. Interesting.
Thanks I struggle with bevels
Great tips
excellent.
Can we bake bevel nodes from cycles though
Any beginner geometry node tutorial please?😅
Ever tried searching on youtube? There are tons.
@@douchymcdouche169 i want the very short one😎
@@sulthanhb991 And what would be the point? You can't learn geometry nodes in 1 minute.
tutorial about hardsurface modelling plsss
GREAT!
Very nice very nice
omg edge bevel weight never knew how to use that
instead of using data transfer, it'd probably be better to use the weighted normal modifier. it takes face area into account to determine the "strength" of each face's normal.
I would rather use harden normals option in the bevel modifier itself rather than using another modifier.
Is this for the latest Blender version? I tried the first and simplest Ctrl B and is not working like in the video!
U didnt show the non destructive adding veryex group method to bevel modifier...
Huh, Knew all of these methods, good job me,
@Blender Secrets , You may want to include the blender version you are using in every video from now on ... it is kinda important to know if we have these features or not...
For the bevel modifier, You may want to set it to weight or vertex group if your model mesh is complex (High poly)
The reason is that its extremely demanding on performance due to adding extra geometry, You may even notice stuttering when working with bevel modifier on "Angle" with holy poly mesh.
*Mind, that all beveling operations require a solid topology and goes without saying, mesh made from quads, not triangles and not n-gons (That will yield bad results)
Introduce us to Geometry Nodes
Show us the power of Proceduralism 👿
Truely blender secret
Sp you are telling me there’s a Data transfer modifier built in, without the need of an external addon
There is a even better method, you can set the "hardened normals" box in the bevel modifier while having only a single bevel segment, it will give the same result as a smooth, high segments bevel
Amazing, i just know 3 methods
Hi everyone,
Is anyone here experienced with Blender? I'm struggling with beveling and could really use some help. I've tried a few addons, but they haven't worked well for me. Can anyone recommend a good bevel addon that’s reliable and user-friendly?
Thanks!
Perhaps this video can help ruclips.net/video/ZgVGvN4PvSI/видео.html
cool :D
👍👍👍
I did knew all of them 😁
damn, always forget about the bevel node...
how to make tree root plss
ruclips.net/video/h6eYY6oQx44/видео.html
My bevel is always snapping