Should You Micro-fillet? (Plasticity 3d)
HTML-код
- 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
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.
That'd be great
ig I'd like to have some sort of procedural workflow so you can dynamically move boolean objects without destroying geometry
agreed
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.
I love you man. Simple, concise, no bullshit video.
In Maya there is also an Arnold node called AiRoundCorners that applies bevels in shader
Again! smart,Useful and direct no BS. keep going bro.
Thank you! ill try to keep it up!
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.
I've noticed problems with the fillet and thought I was crazy. I appreciated the video.
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.
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.
@@Munsplit true. It can be a pain to search through your whole feature tree to try to figure out what's conflicting with what
@@thebillyd00 YES INDEED - hence dynamic non-history modelling.
Thanks for the tips. As a beginner user of plasticity, those are really nice tips, direct to the point.
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.
this is the way.
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
You're doing the Lord's work, thank you kind Sir.
Great tips, thanks ;)
That's the kind of information I seek! Thank you! Subscribed.
Many good Renderers have such a bevel shader.
mmmyeeeees rediscovering the wheel yet again...
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.
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.
@@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!
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".
Very rare to hear about modo now a days. Are people still using it
@@Z-add It,s still the best polygonal modeller around. Why change?
THIS IS AMAZING!!!
Thanks man!
Most render engines got something like round corner thing to apply in material.
Subscribed 👍
Ok but didnt understand the tip under Blender 😂😅
Sadly the bevel node is very heavy on rendering.
yvazhenie etomy english bro! keep going! interesting and useful as always!
spasibo! trying my best.
But on the export settings you can just tweak them to remove fillets and you are done.
are you sure about that? have you tried it yourself?
@@Munsplit Yes, I use it every time with success, it works like a harm
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
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?
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.
@@Munsplit Agree Fusion360 is nice, but Plasticity does the same and in cases better thing using the same workflow.
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.
how to do it in 3dcoat ?
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.
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.
Why not use the Bevel modifier which comes with blender??
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.
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.
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
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.
I don't think some edges should be bevelled, in real-life they are supposed to be sharp edges.
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.
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.
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.
As a blender user I look down on people who use engineering software
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
ffs just duplicate your model and keep stages of the work. Then you can stop complaining like a noob.
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.
Waist Blender is terrible software. It is difficult to use and the quality it provides is very low.
Maybe it's not the software's fault.
@@JoseGalvez-rp7sqDefinitely a software bug. Blender is animation rendering and polygon modeling software. Not sculpting software
ZenBBQ 🫶