Fully bevelled grid isn't a circle

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Why bevelling a grid doesn't result in a perfect circle? I tried every setting I could think of but a fully bevelled grid is far from looking like a perfect circle. However, bevelling edges of a box results in a perfect round shape. I made a screenshot where a perfect circle is green and the bevelled grid is violet underneath.

Why is that? As in the other screenshot I want to procedurally make a bevelled cuboid shape using 5 primitives of a cuboid and then use the 6th upper primitive (by splitting) to build some other geometry.

I know I can do it using some workarounds but this is the most straightforward way of doing it for me, and it works in Blender.

I'm using Houdini 19.5.435.

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Bevelled grid vs circle.jpg (38.4 KB)
Bevelled cuboid vs bevelled grid.jpg (101.7 KB)

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See:
https://www.sidefx.com/forum/topic/87680/ [www.sidefx.com]
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Mike_A
See:
https://www.sidefx.com/forum/topic/87680/ [www.sidefx.com]

Thank you. It's good to know some more workarounds than I thought of.

Maybe the shape of the bevelled points is caused by the same reason why subdividing a cube doesn't result in a perfect sphere, I don't know, I guess I'll just have to accept this fact.
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For subdividing a box into a sphere, you can also use a ray sop to project it onto a sphere. You may be able to use ray for your scenario but it's probably quicker to just extrude-bevel-delete.

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SD_Sphere.jpg (53.3 KB)
SD_Sphere.hiplc (149.0 KB)

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robsdesign
For subdividing a box into a sphere, you can also use a ray sop to project it onto a sphere. You may be able to use ray for your scenario but it's probably quicker to just extrude-bevel-delete.

Konstantin Magnus demonstrated a method [procegen.konstantinmagnus.de] of getting more regularized quadspheres.
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Thank you very much, everybody. You gave me even more useful knowledge than I suspected.
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