Ring select polys between beveled edges, select outline, break phong shading - done quicker and no need to add extra vertices.
@MacToecutter Жыл бұрын
Thats what I thought too.
@jakejakejakejakejakejake Жыл бұрын
Glorious! Thank you for this! X
@zeven777 Жыл бұрын
Awesome QuickTip! thks!!
@ExpressoMechanicTV Жыл бұрын
Fab - thanks for sharing!
@MingHsiung Жыл бұрын
for hard surfaces w bevels, I simply set my phong angles on the phong tag (20 degrees or below usually works fine) The extra step of beveling first w solid, and the additional polys/edges seems extra. And if you're going to substance painter, exporting as OBJ vs FBX will retain the phong angles set from the tag.
@MaxonTrainingTeam Жыл бұрын
Depends on how close you get to the bevel. You will see the facets of the bevel, if you just bring down the phong angle.
@akramfex Жыл бұрын
Cool, but why no vertex normal tool yet? 😕, and also remember that gui thing that pops when you use the loop cut tool, can we have something like that for other tools such as the bevel tool inset and others, if not maybe add bevel segments by pressing alt and moving the mouse right/left to add segments, you know, to save some time !!
@JcmotionDesign5 ай бұрын
hello to you, do you know if we have the possibility of creating open bevels on c4d? I didn't find a solution. Thank you so much christopher
@desttaniss9949 Жыл бұрын
Proper Vertex Normal tools will solve the problem. And many other problems too...
@optimus68589 ай бұрын
i didin't get it why did u switch back to chamfer at the end?
@texturastylist Жыл бұрын
really helpful, thx
@betraydan_ Жыл бұрын
What would the result be if i used a bevel deformer as a child of the editable object, would it also cause a shading issue as in the first example?
@neoqueto Жыл бұрын
No difference.
@jenskruger975 Жыл бұрын
Is there a difference in the result if I use the Bevel Tool or the Bevel Deformer? I like to have the editable
@MaxonTrainingTeam Жыл бұрын
No, you can also use two bevel deformers instead.
@Ignash Жыл бұрын
Really cool, I wish there would be a third bevel mode that does these actions without doing them manually. would be perfect to have this on bevel deformer as well.
@simontrickfilmer Жыл бұрын
But, its on the deformer?
@AB-mv1mb Жыл бұрын
just enable Phong break rounding checkbox if you have straight surface in between just like the tutorial one and you are good to go
@mohydra Жыл бұрын
You could solve this with an option to add one extra line cut on each side of the bevel. This problem still persists when we use Bevel deformer
@MaxonTrainingTeam Жыл бұрын
You can use two bevel deformers. First one solid, second one round.
@vladan.Poison Жыл бұрын
indeed its a GOOD BEVEL but cant be tweaked ... maxon did awesome steps towards making these using parametric setups. why are u still using the method from R19 ?
@peterschermers Жыл бұрын
This is great, Jonas! Thank you for sharing! I was wondering though: why does this shading artefact also happen when you give a Cube Primitive its Fillet? I know you can change the Phong Tag, but then my Fillet looks bad ;-) Many thanks in advance!
@MaxonTrainingTeam Жыл бұрын
It's because of the phong tag. The phong tag tries to visually round geo, also the sides of the cube primitive. You need that extra cut on the planar part of the surface to make it look good.
@peterschermers Жыл бұрын
@@MaxonTrainingTeam But if I remember correctly this artefact was not happening with Cube primitives in the earlier versions of C4D. Looks like a new “feature” 😉 Or has it always been like this?
@pxq88888888 Жыл бұрын
In version 2.1 this stopped working....
@Vannellus Жыл бұрын
And why the bevel tool doesn't support the additional subdivision in one go? Why I have to bevel twice? Oh cinema, oh cinema... It's always like the C4D coding team just don't understand how to speed up the workflow...