Blender cylinder to donut2/19/2024 ![]() ![]() ![]() Just having more subdivision is not as effective as putting the loops in the right place. For instance, I can see that after subdivision Ridix’s smooth rendering has a definite ‘jog’ in the footprint. The method that Ridix showed you is this solution but if you want virtual parts to fit together automatic subdivision changes dimensions and moves vertices around enough that the fit is difficult. This involves a lot of interpolation and is fine if accuracy is not crucial. Most 3D modelers like to use least geometry up front and add subdivision to smooth things out later. There is generally a tradeoff between accurate and smooth. You have to make an early decision about what you want to use the result for. I also wouldn’t worry much about removing ‘extraneous objects’ when your blend file is under 2 Mb.įinding tangents in a polygon modeling program ( or in any non CAD program) is not trivial. Be sure to snap the 3D cursor to the center of the cylinder, and use the 3D cursor as your rotation pivot point so your cylinder doesn’t wander off when you rotate it. I wouldn’t add more vertices to the cylinders to get them to match the tangent, I’d simply rotate the cylinder mesh until the verts that are already there line up (if you can’t get both sides to line up, then consider adding (or removing) segments to the cylinder). YES DUNN THIS IS THE BEST AND ONLY WAY THIS PROBLEM CAN BE SOLVED!!! (Hmmm… maybe that would be a good thing… :evilgrin: ) However, it is a good, workable way, that uses tools you are already familiar with. Whenever I say my way is the best, half a dozen people will jump in to show how to solve the same problem with different tools or addons or python scripting they claim is a better way. Is adding more vertices and using your straightedge method to find the right one probably the best solution?Īh, sorry, dunn, I don’t deal in “best” solutions. Finally I just extruded the base and two cylinders up. So that when Subsurface modifier is added, corner rounds properly. Loop cut geometry was added before closing the gap (second image). Engineering drawing will show the tangency, and no dimension. The most important detail of this design is the location of holes, inside diameter, and wall thickness. Making sure the tangent line looks about right (the top image). This is important do to the fact that you will need to fill in the gap in between two circles with polygons manually. Use minimum number of segments to define it. So for the example you have I would just layout the two circles. So we tend to use rough shape and smooth it with Subsurface modifier for rounded shapes. Fewer the polygons, quicker one can model. The speed in which one can model really depends on the number of polygons one uses. You just need to input every XYZ coordinate of a vertex that defends the shape like Auto CAD.īlender works with finite number of polygons. In most cases Blender can do what CAD can do. The internal solver will do that for you. With math, you can solve most geometrical relationships. CAD programs works with mathematically generated surfaces. ![]()
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