Bevel Bug #61214

Open
opened 2019-02-05 20:22:52 +01:00 by Sergey · 14 comments

blender-2.80-07765499abee-win64

cylinder :
on the cylinder with a lot of segments, bevel doesn't merge in one point. Create nice see n-gon(normal we must see the only verts in one point)
Bevel_Bug.gif

Cube :
The middle loop has deformed when we bevel sharp corner for small mesh. On the large mesh, we cant see this deform .
Screenshot_2.jpg

Cylinder_Bevel_Bug.blend

Cube_Bevel_Symmetry_Bug.blend

blender-2.80-07765499abee-win64 **cylinder :** on the cylinder with a lot of segments, bevel doesn't merge in one point. Create nice see n-gon(normal we must see the only verts in one point) ![Bevel_Bug.gif](https://archive.blender.org/developer/F6519833/Bevel_Bug.gif) **Cube :** The middle loop has deformed when we bevel sharp corner for small mesh. On the large mesh, we cant see this deform . ![Screenshot_2.jpg](https://archive.blender.org/developer/F6613500/Screenshot_2.jpg) [Cylinder_Bevel_Bug.blend](https://archive.blender.org/developer/F6613516/Cylinder_Bevel_Bug.blend) [Cube_Bevel_Symmetry_Bug.blend](https://archive.blender.org/developer/F6613496/Cube_Bevel_Symmetry_Bug.blend)
Author

Added subscriber: @Drakosha

Added subscriber: @Drakosha
Howard Trickey was assigned by Sebastian Parborg 2019-02-05 20:52:04 +01:00
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Member

This is just the way bevel works right now, so you are asking for a new feature.
I could solve this by running a 'remove doubles' automatically after doing bevel, and some have asked for that in the past. But I worry about doing that everywhere on the model as it may merge things that the user didn't intend to get merged.
For now, the workaround for you as a user is to do a 'removed doubles' manually after a bevel like this.

Longer term, I want a much better handling of what happens with geometry collides like this during bevel. For now, I'm closing this bug, to keep bug tracker clean, and will add it to my Bevel TODO list.

This is just the way bevel works right now, so you are asking for a new feature. I could solve this by running a 'remove doubles' automatically after doing bevel, and some have asked for that in the past. But I worry about doing that everywhere on the model as it may merge things that the user didn't intend to get merged. For now, the workaround for you as a user is to do a 'removed doubles' manually after a bevel like this. Longer term, I want a much better handling of what happens with geometry collides like this during bevel. For now, I'm closing this bug, to keep bug tracker clean, and will add it to my Bevel TODO list.
Author

thx for u hard work// but here new gif 1st part 48 segments 2nd 200 segments

on 48: all 48 vertexes be in one position (can remove doubles)

on 200: they don't have the same position. ( remove doubles don't work)Bevel_Bug_1.gif

thx for u hard work// but here new gif 1st part 48 segments 2nd 200 segments on 48: all 48 vertexes be in one position (can remove doubles) on 200: they don't have the same position. ( remove doubles don't work)![Bevel_Bug_1.gif](https://archive.blender.org/developer/F6520152/Bevel_Bug_1.gif)
Member

Changed status from 'Archived' to: 'Open'

Changed status from 'Archived' to: 'Open'
Member

OK, now I see the problem you are talking about and agree that it isn't what I thought (that you just wanted automatic merging of the verts). I suspect that the problem with the cylinder is that the method I use to calculate the vertex positions is numerically sensitive and misbehaving due to using floats instead of double precision. I will see if that is so, and if so, whether or not I can rearrange the calculation somehow to fix.

OK, now I see the problem you are talking about and agree that it isn't what I thought (that you just wanted automatic merging of the verts). I suspect that the problem with the cylinder is that the method I use to calculate the vertex positions is numerically sensitive and misbehaving due to using floats instead of double precision. I will see if that is so, and if so, whether or not I can rearrange the calculation somehow to fix.
Author

On cube:
The middle loop has deformed when we bevel sharp corner. on the large mesh, we cant see this deform. but if mesh small all bevels be close to each other & mid loop have nice see deform.

Small mesh
Screenshot_2.jpg

Bevel_Bugs.png

Cylinder_Bevel_Bug.blend

Cube_Bevel_Symmetry_Bug.blend

On cube: The middle loop has deformed when we bevel sharp corner. on the large mesh, we cant see this deform. but if mesh small all bevels be close to each other & mid loop have nice see deform. Small mesh ![Screenshot_2.jpg](https://archive.blender.org/developer/F6613500/Screenshot_2.jpg) ![Bevel_Bugs.png](https://archive.blender.org/developer/F6613436/Bevel_Bugs.png) [Cylinder_Bevel_Bug.blend](https://archive.blender.org/developer/F6613516/Cylinder_Bevel_Bug.blend) [Cube_Bevel_Symmetry_Bug.blend](https://archive.blender.org/developer/F6613496/Cube_Bevel_Symmetry_Bug.blend)
Member

I found and fixed the problem with the cylinder, with commit dd97b09fa8 ,

The cube problem is harder to fix, but I might be able to fix it. It is not a high priority, however.

I found and fixed the problem with the cylinder, with commit dd97b09fa8 , The cube problem is harder to fix, but I might be able to fix it. It is not a high priority, however.
Howard Trickey was unassigned by Dalai Felinto 2019-12-23 16:35:12 +01:00

Added subscriber: @howardt

Added subscriber: @howardt

Added subscriber: @ZedDB

Added subscriber: @ZedDB

@howardt I'll put this under "Known Issue" as I'm guessing this is not something that will be worked on within the next 6 months.

If this isn't the case, feel free to change this to a "Bug" instead.

@howardt I'll put this under "Known Issue" as I'm guessing this is not something that will be worked on within the next 6 months. If this isn't the case, feel free to change this to a "Bug" instead.
Member

Yes, please put this on the known issues (it is unfortunate that this bug is really two completely separate bugs; the first one (cylinder) is fixed; the second (cube) is not.

Yes, please put this on the known issues (it is unfortunate that this bug is really two completely separate bugs; the first one (cylinder) is fixed; the second (cube) is not.
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

I hope @howardt will appreciate the updated description .

I hope @howardt will appreciate the updated description .
Philipp Oeser removed the
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Reference: blender/blender#61214
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