@9:55 On top of all the methods you demonstrated, you can also just select that end face, use the "poke" function and then merge the new vertex to the bottom corner
You have such a great channel. As I'm in the middle of a transition from 3dsMax to Blender, I've leaned on your channel for advanced tips. Thank you for your hard work.
@@ArtisansofVaul This has left me wondering if there is a way to do this operation, on top of geometry generated, through a combination of prior modifier applications. Like a tapered bevel intersecting another area with a bevel modifier applied to it. Guessing this could be done with geometry nodes.
well fuck. i've been using Blender for years and had no idea that the scale cage you use at 2:45 even existed. in cases like this i usually take the x value of the "x-most" vertex and the z value of the "z-most" one, enter them both manually into the 3d cursor's position, and then scale by reference to the cursor. this method is way easier!
Haha. I had exactly the same thing when I found out about it about a year ago. "Where have you been all my life!" may have been my exact words after some choice swearing.
Here`s a mastermind puzzle for you. 😃It starts on mondays and fridays at 12.45 p.m. and is the best that can happen. What is it? You have three guesses. 😁🤔
@@M1ndblast You do. But after a year you don't get updates so I would imagine you would quickly get to the point tutorials/etc become no help and you're missing out on new tools.
Beats Blender? No. Easier modelling? In most cases yes. Blender however has the advantage of modifiers and a non-destructive workflow, whereas Plasticity is destructive only and therefore less flexible. Plasticity is amazing software but it isn't all fairy dust and unicorns. It definitely has drawbacks like with any other software.
There is an incredible amount of value in knowing 5 ways to approach a problem. I get reminded of the cage and I say I’m going to use it. The cage tool sits on the bench waiting to get used… This free vs not free argument is really tired. Put a dollar amount on your time. Factor everything in (frequency of use, pipeline adaptation, training time) If the tool costs less than time spent not using it, it’s the correct tool. Blender is home base to me but I can’t afford to use it without support from other addons/ programs. I’ve been using plasticity but I’m doing so much animation and all the other things, it hasn’t paid for itself yet. But it’s fun so I gift myself arbitrary time playing and learning with it. Sorry rant
5:55 I dont use it because ti doesn't always work. Sometimes it just doesnt do anything when doing alt+q so I didnt bother to get used to it, thats why maybe xD
@9:55 On top of all the methods you demonstrated, you can also just select that end face, use the "poke" function and then merge the new vertex to the bottom corner
Oh nice alternative! Good suggestion.
I never thought about using the scale cage on verts. Great tip!
😁 Thanks! Always good when I can give helpful tips to someone who has been using Blender for a while.
Your application of Blender has already surpassed its developers. It's truly amazing!
Thats very generous of you to say. Thanks.
You have such a great channel. As I'm in the middle of a transition from 3dsMax to Blender, I've leaned on your channel for advanced tips. Thank you for your hard work.
@@katana2665 Thanks so much 😁😁😁And cheers for watching through and commenting on videos 👌🏼
A great exploration of how to create these gradual bevels. Very interesting approach too as always, AoV!
Thanks Jared. Always good to know people found it interesting.
I followed along with the video, works like a charm!
@@StudioHoekhuis Awesomeness 👌🏼 Thanks for following along 😁
Really cool, thanks so much!
Cheers. Glad you liked it 😁
Nicely done sir.
Cheers 😁😁😁
@@ArtisansofVaul This has left me wondering if there is a way to do this operation, on top of geometry generated, through a combination of prior modifier applications. Like a tapered bevel intersecting another area with a bevel modifier applied to it. Guessing this could be done with geometry nodes.
Have you considered the vertex weight gradient along the edge in the last variant? It speeds up the work.
@ComplexTagret I hadn't much looked into it as I was trying to focus on just one "variable" for control but could be something to look into 👍🏻😁
This is next level dude!
@richardokeeffe8375 😁😁 Thanks Richard 👍🏻😁
The more I know!
@@SakigakeMechazawa 😁😁😁
well fuck. i've been using Blender for years and had no idea that the scale cage you use at 2:45 even existed. in cases like this i usually take the x value of the "x-most" vertex and the z value of the "z-most" one, enter them both manually into the 3d cursor's position, and then scale by reference to the cursor. this method is way easier!
Haha. I had exactly the same thing when I found out about it about a year ago. "Where have you been all my life!" may have been my exact words after some choice swearing.
Here`s a mastermind puzzle for you. 😃It starts on mondays and fridays at 12.45 p.m. and is the best that can happen. What is it? You have three guesses. 😁🤔
😁😁😁😁
This is why Plasticity beats Blender.
Because it allows you to pay $150 a year to do something you can sort in a minute in Blender?
@@ArtisansofVauloh so they don't even let you own your own copy? Man. : /
@@M1ndblast You do. But after a year you don't get updates so I would imagine you would quickly get to the point tutorials/etc become no help and you're missing out on new tools.
Beats Blender? No. Easier modelling? In most cases yes. Blender however has the advantage of modifiers and a non-destructive workflow, whereas Plasticity is destructive only and therefore less flexible.
Plasticity is amazing software but it isn't all fairy dust and unicorns. It definitely has drawbacks like with any other software.
There is an incredible amount of value in knowing 5 ways to approach a problem. I get reminded of the cage and I say I’m going to use it. The cage tool sits on the bench waiting to get used…
This free vs not free argument is really tired. Put a dollar amount on your time. Factor everything in (frequency of use, pipeline adaptation, training time) If the tool costs less than time spent not using it, it’s the correct tool. Blender is home base to me but I can’t afford to use it without support from other addons/ programs. I’ve been using plasticity but I’m doing so much animation and all the other things, it hasn’t paid for itself yet. But it’s fun so I gift myself arbitrary time playing and learning with it.
Sorry rant
5:55 I dont use it because ti doesn't always work.
Sometimes it just doesnt do anything when doing alt+q so I didnt bother to get used to it, thats why maybe xD
@coffeediction I've never had it not work... So not sure what's happened for you there 🤔
A great one!
@@Totorus Cheers 😁