How to solve bevel problems in Blender
I have been working with a Blender course that has over 40.000 students and one of the most common questions people have is about bevels. In this article, we will look at the most common problems that people have when it comes to beveling in Blender and how we can solve those problems.
How do we solve the most common bevel problems in Blender? The most common issue when beveling is that the bevel is not applied uniformly. In object mode hit «ctrl+a» and choose «scale» to apply scale before beveling. If this does not fix the issue, the problem is most likely because of improper use of the tools or bad geometry.
After having read the rest of this article I am confident that you will be able to solve almost all bevel problems that may occur. In most cases, you will even be able to avoid them altogether because you will know why they occur.
Solve problems with bevels that aren’t working
By applying the scale we have made the first step in our troubleshooting journey. Most other problems with bevels are due either to improper use of the tool or bad geometry in the model. We will get to those issues in a moment. But first I just want to show you how a problem with improper scaling may look like.
When a bevel is not applied uniformly while beveling using either the bevel tool or the bevel modifier the result may look something like this.
The bevel will be stretched or squashed at some part of your model. Just like we said before, this is the most common issue and it is fixed by applying the scale. Use ctrl+a and choose «scale» in object mode.
Let’s continue by looking at some bad geometry that can cause issues for us. Here is a list of common geometry issues that affect bevels. We will look at them in turn.
- Double geometry
- Internal geometry
- Inconsistent normals
Double geometry is a common beginner mistake but it happens to all 3D artist. It basically means that you have one or more faces, edges or vertices occupy the same space. This makes these elements hard to spot. You will most likely find them when you use a tool that is not behaving in the way you expect. Like beveling.
We can also have faces that have an area equal to zero. This also results in double geometry. By finding face center dots in the middle of an edge.
These center dots are disabled by default. To enable them go to the overlay menu found in the upper right corner of the 3D viewport. Then find the «center» checkbox in the «mesh edit mode» section.
A lot of double geometry issues can be solved by merging vertices by distance. To do this, in edit mode, hit «alt+m» and choose «by distance».
You can then go to the tools option and increase the merge distance slightly if the vertices involved is not entirely overlapping but close enough to be considered doubles. Just be a bit careful here and make sure that your geometry does not break.
This will also remove faces and edges along with those overlapping vertices.
If you still can’t bevel as intended, and you still suspect geometry issues to be the cause follow these steps for a manual approach.
- Go to edit mode and vertex select mode
- Select one vertex in a trouble area
- Hit «g» and move your mouse around to see what geometry around it is connected or not.
- Right-click to cancel the operation, making the vertex snap back to its original position.
- Continue to select and move vertices until you can get a good sense of how the geometry is connected.
- Use modeling tools to solve the problem area.
Keep in mind that sometimes geometry can be so messed up that it can be worth to start over. Let’s continue by looking at internal geometry.
Internal geometry is the second half of geometry related issues when beveling. While you may have internal edges or vertices that are not wanted, internal faces are the problem when it comes to correct bevels.
Since beveling is creating new geometry between faces based on the original angles of the faces on either side of an edge we will have unwanted bevels created inside our object if we have faces there. These unwanted bevels will also have an effect on bevels that we do want.
This is an example of how this might look.
If we have a lot of internal faces we have to get a bit clever about how we can remove them.
There is a tool in Blender called «Select interior faces». I have not had much success with this tool though, but you can try it. In edit mode, go to the select menu in the 3D viewport. Find «select all by trait» and choose «Internal faces».
Edit: The «select all by trait» has been fixed in 2.81 and onwards.
If this does not help though I have found this method to be helpful.
- Make sure your normals are consistent on your exterior faces. Select all with «a» and hit «shift+n» will solve this in most cases. More on this later.
- Select 1 exterior face. Hit «ctrl+L» to select connected and in the operator panel, select «regular» as the delimiter.
- Hit «ctrl+i» to invert the selection, hit «x» and choose faces.
If you still struggle with selecting all of your internal faces you may have to delete them manually or start over with your mesh. If you decide to try to select all interior face manually the select similar menu can be helpful. Access it with «ctrl+g». Select one internal face and think about what all the faces internally have in common. Try to find a select method that will help you select as many of these faces as possible without selecting exterior faces at the same time.
Now we will move over to the third potential problem on our list. Inconsistent normals.
Each side of a face has a front and a backside. The normal is the direction the frontside is pointing. These normals may become inconsistent if some faces are pointing inwards while others are pointing outwards. This will ruin your beveling.
However, if all your normals are pointing the wrong direction but are all consistent, it is likely that your beveling won’t be a problem. But you will instead have problems with other areas like boolean operations or shading issues. So make sure your normals are correct.
Most of the time, Blender will do a good job at recalculating the normals for you if they are inconsistent. Go into edit mode, select everything with «a» and hit «shift+n». This will have Blender recalculate normals.
If Blender can’t recalculate the normals correctly for you or there are still issues you can take a look at how your normals are pointing.
To see how your normals are pointing, in edit mode, go to the overlay menu in the top right corner of the 3D viewport. Way down, almost at the bottom of this huge menu, just below the measurement settings you will find normals. Select the face icon and adjust the size slider so that they viewport display of normals becomes clear.
How to choose the correct bevel method
There are three ways that you can get bevels in Blender. The first two are geometry-based and the third is through a bevel node in cycles shading.
- Bevel tool
- Bevel modifier
- Bevel node(Cycles only)
When do we use each one of those? The bevel tool should be used when we are modeling broad shapes. It should not be used when we want to add detail to our edges. This will only make the mesh hard to manage.
For beveling nice edges we should use the modifier or the node. The node can be used when we only need to render in cycles. If we need to render in Eevee or any other external renderer we should use the bevel modifier. The bevel modifier should also be used when we want to export our model with beveled edges intact.
To use the bevel modifier for beveling detailed edges there are a few things to keep in mind.
The bevel modifier bevels every edge by default. In most cases, this is overkill and will use up more geometry than needed. Instead set the «limit method» to angle for objects that have clearly defined edges with sharp angles.
For ultimate and full control, instead of using angle, use limit medthod «weight» and set the width method to «width».
With these settings, you won’t have any bevels by default. Instead, follow these steps.
- Go to edit mode
- Select edges you want to bevel
- Hit «ctrl+e» select «edge bevel weight». This will mark the edge with a value between 0 and 1 depending on what you set. Press 1 and enter to set max.
- The marked edges are now beveled.
Using this method you can manipulate the mesh in edit mode without worrying about extra geometry at every edge and you still have full control.
The «edge bevel weight» value can also be found in the «n-panel» for selected edges.
How the bevel node is used is demonstrated in this video. It is a very early version of Blender 2.80 but it demonstrates the use of the node well.
The benefit here is that we don’t have to deal with any extra geometry at all. Instead, we add this information into the shading stage where it really belongs.
Related questions
How can I bevel a vertex in Blender?
To bevel a single vertex select the vertex in edit mode and activate the bevel tool with «ctrl+b». Then while the tool is active, hit «v» to restrict the beveling to vertices only.
How do you chamfer edges in Blender?
Chamfer is the same as bevel and you can use the bevel tool, bevel modifier or the bevel node.
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Блендер бевел не работает
I just made a simple chair along the lines what he did in the tutorial, using solidify and mirror to get a similar shape. The bevel mdifier worked fine, i set the ammount to 0.005 which is like 5 millimeters (on metric settings).
If you got a screenshot of your mesh and modifer settings we could probably figure what is wrong.
Usually the bevel goes haywire with double verticies or non manifold objects and such.
Hard to tell what is going on from your pic. There definitely is a bevel, else there wouldn’t be all those black lines. But it seems to be a very small one. Is your chair really huge? Couple hundred m or something? Did you try applying the scale?
You could also upload the file somewhere so we could take a closer look.
very helpful!
I replicated the setup and indeed it wouldn’t work, just as you described, anyhow in the bevel modifier set the limit method to ‘Angle’ it should actually work then. I think it is the subdivision surface so the bevel modfier needs to know the minimum angle at which to bevel the edges. In my case i was able to adjust the bevel and see the result.
Edit: The ‘Ammount’ value is actually very low with an object like this. as the chairs seat is like only a couple of millimeters thick, so a bevel of 6mm would already round out the whole seat. I actually just used 2 segments tho.
Uhm. It did work perfectly fine for me and I also replicated the 4 modifiers with the exact same chair shape (well, the exact same topology, I don’t know the size).
So where did you two go wrong? 😉
Uhm. It did work perfectly fine for me and I also replicated the 4 modifiers with the exact same chair shape (well, the exact same topology, I don’t know the size).
So where did you two go wrong? 😉
Edit: Nevermind. You kind of did find the issue.
OP, you didn’t follow the tutorial correctly. The tutorial does not have those thin polygons at the end of the chair, those lead to the small bevels. Get rid of those and it should work.
That said, you need the angle method anyways so you get a smooth chair surface. See 12+ min in the video.
Well, then you didn’t replicate the issue. There are no control loops or other small parts that could lead to those tiny bevels in OPs case. He has a solidify before the bevel, so the bevel should round that one out completely (as it does for me). And he has no control loops anywhere since they aren’t needed for this. As you can see in his shot.
That said, OP should use the angle method anyways, else there will be visible edges in the bent surface. Maybe it helps with his bevel issue as well.
I did some tests. This time, no control loops! The solidify is set to 10 cm for readability.
Check this..bevel of 1.2 cm-
https://i.imgur.com/fs0MmQg.png (WRONG)
If i replicate the exact same shape as shown on the screenshot the bevel actually works. kinda, however as soon as you introduce an extra loop the values you put into the bevel actually doesn’t make any sense. there is something going on with the numbers.
Here’s what I suspect: The hard edge between the subsurfed plane and the solidify, which simply extrudes outward without subsurfing the extrusion, messes with the detection of the bevel modifier, so it measures distance to the next edge. identifying the crease correctly for the solidify extrusion, however the subsurfed planes individiual edges are much closer to each other (ever increasing with the ammount of subdivision steps), it then does some math with the both values (edge distance solidify/ distance subsurfed plane) and multiplies or averages them which leads to a weird factor of the influence slider of the bevel modifier.
hence the reason I don’t like to use that modifier in a stackful of other modfiers, it is more of a guessing game instead of type the value and be sure it is exactly that.
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Bevel
Настройки
- Width (ширина) – устанавливает размер скоса.
Три куба с настройками ширины скоса 0.1, 0.3, 0,5
Segments (сегменты) – количество петель ребер (edge loops) вдоль грани скоса. В примере ниже установлено значение 3 со значением Profile = 0.5
- Profile (профиль) – форма скоса. Может быть вогнутая или выгнутая. Эффекта от этого не будет никакого, если количество сегментов меньше 2-ух. Примеры ниже с профилем 0.0 (2 сегмента) и 1.0, соответственно.
- Loop Slide – если ребра с фаской встречаются в определенной вершине с ребрами, к которым она не применяется, модификатор постарается перемещаться вдоль этих ребер, покуда это возможно. Отключение этой опции может сделать скос более ровным.
- Mark Seams (отметить швы) – если шов пересекает ребро, не отмеченное швом, и вы делаете скос на всех таких ребрах, модификатор сохранит правильное расположение швов.
- Mark Sharp (отметить острые ребра) – то же, что и Mark Seams, только для острых ребер.
- Harden Normals – если включено, вертекс-нормали подстроятся под окружающую геометрию, и это никак не повлияет на нормали окружающих граней. Эта функция оставит окружающие грани плоскими (если они таковыми были), и сделают скосам более мягкий шейдинг . Для того, чтобы эта функция работала, нужно разрешить пользовательские нормали, включив Auto Smooth.
- Limit Method (метод ограничения) – используется для указания, где создавать скос.
- None – отключает ограничение, т.е. скос будет добавлен всем граням.
- Angle (угол) – скос будет добавлен только на те ребра, у которых угол между общими гранями будет меньше указанного значения. Позволяет применить фаску только к острым граням, не затрагивая другие.
- Weight (вес) – использует вес каждого ребра, для определения ширины скоса. Если вес 0.0 – скос не будет создаваться. Смотрите Edge Data для получения большей информации.
Вес фасок можно указать в меню Edge → Edge Bevel Weight режима редактирования, или в N-панели → Item → Transform
- Vertex Group (группы вершин) – использует веса групп вершин для определения ширины фаски. Если вершина имеет нулевой вес, фаска создаваться не будет. На ребре фаска будет создаваться только если обе принадлежащие ему вершины относятся к группе вершин. Здесь можно больше узнать про веса групп вершин.
- Invert (инвертировать) “↔” – инвертирует влияние выбранной группы вершин, предполагая, что данные вершины не будут модифицированы. Также эта настройка инвертирует веса группы.
Material (материал) – индекс материала, который будет использован для граней скоса. Если установлено -1, будет использован материал ближайшей грани.
Нумерация материалов в списке начинается с 0. В этом примере в поле Material установлено значение 0.
Only Vertices (только вершины) – Если включена эта функция, скос будет добавляться только на вершины.
Clamp Overlap – добавляет ограничение на длину скоса, предотвращая тем самым пересечение созданной геометрии с оригинальной. Устраняет возникновение подобных артефактов. Также является основной причиной неработающего Bevel, когда фаска не создается.
- Offset (смещение) – рассчитывается как расстояние от изначального ребра к ребру грани фаски.
- Width (ширина) – значение, которое интерпретируется как расстояние между двумя ребрами полученного скоса.
- Depth (глубина) – перпендикуляр от изначального ребра к грани скоса.
- Percent (глубина) – тоже самое, что и Offset, но используется процентное соотношение.
- None – не устанавливает силу граней.
- New – устанавливает Medium (среднюю) силу граней вдоль ребер, и Weak (слабую) силу новых граней на вершинах
- Affected – работает как расширение для метода New, но также добавляет Strong (сильную) силу к новым граням.
- All – в дополнение к предыдущему методу добавляет Strong силу ко всем остальным граням модели.
- Sharp – ребра сходятся под острым углом без добавления каких-либо дополнительных вершин.
- Patch – ребра сходятся под острым углом, но в месте схождения ребер добавляются две дополнительные вершины, которые делают геометрию менее сжатой, убирая pinch, который образуется в результате метода Sharp. Этот паттерн бесполезен для внутреннего miter, так что для него он работает как Arc. Ползунок Spread контролирует то, насколько далеко будут располагаться новые вершины от центра пересечения.
- Arc – добавляет 2 вершины в месте пересечения ребер, и создает искривленную дугу для их объединения. Ползунок Spread контролирует то, насколько далеко будут располагаться новые вершины от центра пересечения. Profile slider контролирует форму дуги.
- Custom Profile – этот виджет позволяет создавать кастомные более сложные профили. Инструмент позволяет изменяет профиль, но форма профиля станет редактируемой только после применения модификатора. Профиль начинается с правого нижнего угла и заканчивается в верхнем левом, так если бы это были два ребра находящиеся под прямым углом. Контрольные точки создаются виджетом, а путь профиля подразделяется на количество сегментов указанных в модификаторе Bevel.
- Presets – Support Loops (поддерживающие петли) и Steps наборы строятся динамически в зависимости от количества сегментов фаски.
- Reverse – эта кнопка инвертирует ориентацию профиля для ребер фаски.
- Clipping – эта функция позволяет контрольным точкам выходить за рамки исходной геометрии, позволяя фаске добавлять объем к сетке, нежели отнимать.
Совет
Ползунок Profile все еще полезен так как он все еще контролирует профиль среза (miter).
- Sampling – Сначала Samples будут добавляться в каждую контрольную точку, а затем, если Samples будет достаточно, они будут равномерно распределены по ребрам. Опция Sample Straight Edges позволяет добавлять семплы по обе стороны острых углов. Если семплов недостаточно для равномерного их распределения между ребрами, то они будут добавляться к наиболее искривленным ребрам. Так что рекомендуется добавлять сегменты по количеству контрольных точек (а лучше – больше).
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