Should You Micro-fillet? (Plasticity 3d)

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  • Опубликовано: 20 авг 2024
  • Episode 2.
    Micro-Fillets. Probably the biggest mistake i see people do ALL THE TIME.
    Its just painful to see someone spending days on that while also shooting themselves in the foot by making it almost impossible to edit later.
    While you can get the result you want in couple of clicks while keeping your project dynamic and easy to keep working on.
    If you have any questions feel free to ask!
    you can check my plasticity related tutorials on artstation
    artstation.com/a/29839195 -
    artstation.com/a/26640775 -
    #plasticity #plasticity3d #3dmodeling #blender

Комментарии • 68

  • @DrTheRich
    @DrTheRich 10 месяцев назад +43

    I wish plasticity has a fillet type modifier, where you can just mark the edges you want to fillet and how much, but it doesn't actually modify the base geometry, but applies them on export. Kinda like blender's bevel modifier but with more control.

    • @postmodernerkindergartner960
      @postmodernerkindergartner960 10 месяцев назад +3

      That'd be great

    • @jaf8728
      @jaf8728 10 месяцев назад +2

      ig I'd like to have some sort of procedural workflow so you can dynamically move boolean objects without destroying geometry

    • @suicidequad
      @suicidequad 2 месяца назад

      agreed

  • @hoxtom3663
    @hoxtom3663 4 месяца назад +3

    youre a lifesaver, watched this video just in time and decided to export 2 versions for my 3d models now. one with and one without micro-fillets.

  • @Cyberdemon1542
    @Cyberdemon1542 7 месяцев назад +3

    I love you man. Simple, concise, no bullshit video.

  • @eternalreturnal
    @eternalreturnal 12 дней назад

    In Maya there is also an Arnold node called AiRoundCorners that applies bevels in shader

  • @mazenyasser4520
    @mazenyasser4520 10 месяцев назад +5

    Again! smart,Useful and direct no BS. keep going bro.

    • @Munsplit
      @Munsplit  10 месяцев назад +1

      Thank you! ill try to keep it up!

  • @kreevoz9577
    @kreevoz9577 10 месяцев назад +2

    MMmh. Big fan of the high informational density of your vids. I also like that you show several examples instead of just going TRUST ME BRO like many vids on youtube do.

  • @naomihunter7749
    @naomihunter7749 4 месяца назад

    I've noticed problems with the fillet and thought I was crazy. I appreciated the video.

  • @thebillyd00
    @thebillyd00 10 месяцев назад +7

    This is why I love parametric modeling. My CAD project may not be pretty, but they're super easy to edit. It's a different thing with different uses though.

    • @Munsplit
      @Munsplit  10 месяцев назад +2

      Fair point! but in order for it to be filleted in parametric your model has to be clean af. and that is REALLY hard when you are short on time.

    • @thebillyd00
      @thebillyd00 10 месяцев назад +2

      @@Munsplit true. It can be a pain to search through your whole feature tree to try to figure out what's conflicting with what

    • @TAH1712
      @TAH1712 10 месяцев назад

      @@thebillyd00 YES INDEED - hence dynamic non-history modelling.

  • @rfak7696
    @rfak7696 9 месяцев назад +1

    Thanks for the tips. As a beginner user of plasticity, those are really nice tips, direct to the point.

  • @GrisuXIII
    @GrisuXIII 10 месяцев назад +4

    I just want to add (for Cinema4D Users): There is a Redshift Node similar to Blenders Bevel Node. It is called "Round Corners". Basically the same thing.
    Also (for KeyShot Users): You can automatically add rounded edges in the Properties window of any object.

  • @peter486
    @peter486 9 месяцев назад +1

    i have to agree, exported out like that alnost inpossible to fix, just do the bevel´s in blender or with ZEN bbq just export out a clean mesh

  • @3dkiwi920
    @3dkiwi920 8 месяцев назад +1

    You're doing the Lord's work, thank you kind Sir.

  •  7 месяцев назад +1

    Great tips, thanks ;)

  • @anything_x
    @anything_x 10 месяцев назад +1

    That's the kind of information I seek! Thank you! Subscribed.

  • @cr4723
    @cr4723 6 месяцев назад +1

    Many good Renderers have such a bevel shader.

  • @WillValentino
    @WillValentino 5 месяцев назад

    mmmyeeeees rediscovering the wheel yet again...

  • @fkdump
    @fkdump 10 месяцев назад +1

    What I like about CAD is I can micro fillet without topological restriction. By using the method mentioned in the video I have less reason to use CAD program, just using blender and some addons will do most of jobs. I agree directly modeling micro fillet is not really necessary.

    • @Munsplit
      @Munsplit  10 месяцев назад +3

      I hear that about blender pretty often yet no one really does anything there with live booleans from start to finish, its simply too computationally intensive, to much trickery, and almost impossible to manage booleans with somewhat decent speed. And about filleting everything: i think the argument in the video about how it keeps everything dynamic is a bit too strong to fillet just because you can.

    • @TAH1712
      @TAH1712 10 месяцев назад +2

      @@Munsplit in the old days of CAD modelling, fillet LAST was always the rule. I think it's shown by the YT demo guys who sell their courses is because it looks amazingly powerful and they like the visually powerful - sure it looks visually accurate, tiny tiny rounds on all the edges - but even metal cutting machines mostly don't bother doing that. Instead the tiny tiny rounds are made by a vibratory drum and small stones hammering / sliding past the part as it tumbles around in the drum. There's no way I'm smothering my parts with tiny tiny rounds. As you show perfectly, if you want model adaptability, don't fillet everywhere!

  • @RobotJeeg
    @RobotJeeg 10 месяцев назад +3

    That's what I asked for. Thank you. I will use the "render bevel" route. In Modo we have a parameter in the materials to simulate bevels like Blender (and lots better too). I don't know if those small bevels are useful for 3d printing....maybe I need real bevels for physical models to make them more "cool".

    • @Z-add
      @Z-add 10 месяцев назад

      Very rare to hear about modo now a days. Are people still using it

    • @RobotJeeg
      @RobotJeeg 10 месяцев назад +1

      @@Z-add It,s still the best polygonal modeller around. Why change?

  • @BTHardSurfaceConcept
    @BTHardSurfaceConcept 10 месяцев назад +1

    THIS IS AMAZING!!!

    • @Munsplit
      @Munsplit  10 месяцев назад

      Thanks man!

  • @AyushBakshi
    @AyushBakshi 9 месяцев назад

    Most render engines got something like round corner thing to apply in material.

  • @darkcult99
    @darkcult99 5 месяцев назад +1

    Subscribed 👍

  • @arr84.design
    @arr84.design 5 месяцев назад

    Ok but didnt understand the tip under Blender 😂😅

  • @Lloyd_2001
    @Lloyd_2001 2 месяца назад

    Sadly the bevel node is very heavy on rendering.

  • @blender_3d
    @blender_3d 10 месяцев назад +1

    yvazhenie etomy english bro! keep going! interesting and useful as always!

    • @Munsplit
      @Munsplit  10 месяцев назад

      spasibo! trying my best.

  • @polyforge3d
    @polyforge3d 7 месяцев назад

    But on the export settings you can just tweak them to remove fillets and you are done.

    • @Munsplit
      @Munsplit  7 месяцев назад

      are you sure about that? have you tried it yourself?

    • @polyforge3d
      @polyforge3d 7 месяцев назад

      @@Munsplit Yes, I use it every time with success, it works like a harm

  • @addmix
    @addmix 9 месяцев назад +1

    God I wish plasticity was free. I'm not the best at modeling, only do it as a hobby so I can't justify paying anything. But rather than worrying about edge flow or topology you can just worry about you model. I remember when it was announced, I thought it was revolutionary

  • @trashviewer3521
    @trashviewer3521 10 месяцев назад +1

    Doesn't plasticity have some sort of procedural\ non destructive fillet for small edges? LIke, for example, Rhinoceros? I was under impression that non destructive modelling and filleting was two of the reason for modelling in CAD?

    • @Munsplit
      @Munsplit  10 месяцев назад +1

      Thats a good question.
      A lot of artists who are switching to PL (like myself) use it as a faster fusion 360 alternative. starts in seconds, works faster, can handle working in a much dirtier way, ui is much faster. i dont want precision sketches, or history, i want to extrude a thing, move faces around until it looks good, and if it doesnt i want to just delete it. history would only slow me down. a lot of other people come from polygonal modeling where its a pain to manage complex boolean structures if you want to stay somewhat dynamic, a lot of shading issues, cant easily use your concept as a hp or lp, and so on. i dont care if i need to fillet my model in a separate software that would take me from 1 to 20 minutes if modeling something in PL this way would take me 5 days instead of 10.

    • @sqwert654
      @sqwert654 10 месяцев назад +2

      @@Munsplit Agree Fusion360 is nice, but Plasticity does the same and in cases better thing using the same workflow.

    • @hd-be7di
      @hd-be7di 9 месяцев назад

      For quick dirty cad style modeling it's not bad at all... procedural stuff takes time planning and thinking to set up correctly and often isn't worth the time for a one-off model... it's really meant for making variations of a specific type of object IE same thing but all look slightly different.. like a tree or plant generator.

  • @daschneich
    @daschneich 10 месяцев назад +2

    how to do it in 3dcoat ?

    • @Munsplit
      @Munsplit  10 месяцев назад

      unfortunately i have no idea, i never really worked in 3d coat, but from what i understand there should be ways to do the same thing, i imagine you could find tutorials on youtube about that.

    • @fkdump
      @fkdump 10 месяцев назад +2

      Convert it to voxel mode, increase resolution, then smooth the whole thing. It's similar to the method used in blender remesh in the video.

  • @lajawi.
    @lajawi. 10 месяцев назад +1

    Why not use the Bevel modifier which comes with blender??

    • @Munsplit
      @Munsplit  10 месяцев назад +1

      because it doesnt work properly on anything remotely complicated. you either have clamp on and then it doesnt do anything, or you have it off and then it glitches half of your model.

    • @DrTheRich
      @DrTheRich 10 месяцев назад

      that only works if you created your model in blender with the modifier on from the start, so that you know when a certain change makes it have conflicts.

  • @adamszalai2673
    @adamszalai2673 10 месяцев назад

    how do You solve if the surface is curvy, like an arch for example. then any remesh will make the arch faces visible, unless You're not exporting the model with insane resolution (not sure if You can it, since i didn't tried plasticity :))
    in fusion 360 it was hard to get a super dense mesh export (even via moi), so i'm wondering if there is any more elegant solution instead of getting a super high dense exported mesh from the CAD software

    • @Munsplit
      @Munsplit  10 месяцев назад +1

      yeah, i had situations where it wasnt enough from the first try, but then i just increased it until it was alright, and it was far below the limit of what PL could handle for export. and since the res in zb is even more insane there is really no problem with that as long as PL can output the mesh without crashing.

  • @darkobakula5190
    @darkobakula5190 10 месяцев назад +1

    I don't think some edges should be bevelled, in real-life they are supposed to be sharp edges.

    • @Munsplit
      @Munsplit  10 месяцев назад +2

      Yes and no, most of the sharp edges are sanded at some point in the manufacturing so the end user wont be able to cut himself with it^^. And even ones that are not sanded get a bit rounded from wear, not significantly but to the point where it catches light and gives you a more visible edge.
      And for more visual applications you have to exaggerate that.

  • @ProHolmes
    @ProHolmes 10 месяцев назад

    It's strange how you say don't do microfillets, as you cannot easily edit the model afterwards. The idea of the fillets is that you add it at the veru and after you are happi with all your shapes. Right before export you add fillets.

    • @Munsplit
      @Munsplit  10 месяцев назад +2

      Not sure how to respond to this, since thats what i say in the end of the video. Mb you ask who is this video for, if thats obvious. not that obvious i guess since 90% of people i see in plasticity discord server do microfillets as they model, some even do microfillets when doing blockouts. but even ignoring that if you have a really complex model it would take you a day or two of work to fillet it in the end, while you could do it in ZB or blender with a couple of clicks.

  • @TommyLikeTom
    @TommyLikeTom 10 месяцев назад

    As a blender user I look down on people who use engineering software

    • @Ivan_dzn
      @Ivan_dzn 10 месяцев назад

      because you don't have enough brains.what you just saw is a license from the Siemens cad of the parasolid core, with a synchronous simulation cad interface from the same Siemens

  • @ShapeRush
    @ShapeRush 5 месяцев назад

    ffs just duplicate your model and keep stages of the work. Then you can stop complaining like a noob.

    • @Munsplit
      @Munsplit  5 месяцев назад +4

      Dear ShapeRush,
      I want to express my deepest gratitude for taking the time to watch my videos and provide constructive criticism. Your comment has truly made an impact on me, and I appreciate your honesty and straightforwardness. It’s not every day that someone cares enough to offer feedback, especially when it comes to creative work.
      Upon reflection, I realize that your advice is incredibly valuable. The idea of duplicating my model and documenting the stages of my work is both practical and insightful. It’s like a light bulb moment-I can’t believe I hadn’t thought of it before! Your suggestion has opened my eyes to a more efficient and organized approach. I’m genuinely thankful for your perspective.
      In fact, I’ve already started implementing your recommendation. I’ve created a detailed timeline for my next project, breaking it down into manageable stages. Each step is meticulously documented, and I can already see the benefits. Not only does this method help me keep track of my progress, but it also allows me to identify areas for improvement more easily.
      Your comment has also prompted me to reevaluate my mindset. You’re right-I shouldn’t complain like a noob. Instead, I should embrace challenges and view them as opportunities for growth. Your straightforward language has cut through any self-doubt, and I’m determined to rise to the occasion.
      I’ve even shared your insights with my fellow creators. We’ve had some enlightening discussions about workflow optimization, and your name has become synonymous with practical wisdom. You’ve become a legend in our little creative community, ShapeRush!
      So, thank you. Thank you for being candid, for pushing me to think differently, and for making me a better artist. I’ll continue to learn from your words and strive to improve. And if you ever have more advice to share, please don’t hesitate-I’ll be all ears (or eyes, in this case).
      Wishing you all the best in your creative endeavors, ShapeRush. May your insights continue to inspire others as they have inspired me.

  • @user-hf3ul8rf7n
    @user-hf3ul8rf7n 10 месяцев назад

    Waist Blender is terrible software. It is difficult to use and the quality it provides is very low.

    • @JoseGalvez-rp7sq
      @JoseGalvez-rp7sq 10 месяцев назад +1

      Maybe it's not the software's fault.

    • @user-hf3ul8rf7n
      @user-hf3ul8rf7n 10 месяцев назад

      ​@@JoseGalvez-rp7sqDefinitely a software bug. Blender is animation rendering and polygon modeling software. Not sculpting software

  • @NightVisionOfficial
    @NightVisionOfficial 10 месяцев назад +1

    ZenBBQ 🫶