BlendEdge or FilletEdge

Hey there,

i’ve been looking for ways to fillet surface edges to add extra realism to my model when rendering, but came across, that command FilletEdge does not provide the needed result. As I can see on EMap, the new filleted edge acts like kinda new surface unconncected with the main model. I started to look for solutions for this problem on YT and saw that a lot of people actually using BlendEdge for these types of occasions. Should this always be the case? Thank you in advance for your answers.

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What is your design intent?

FilletEdge creates a fillet with circular arc cross sections. The fillet will be tangent to the adjacent surfaces but not curvature continuous. Reflections will have a kink along the edges of the fillet due to the curvature being discontinuous at the edges.

BlendEdge creates a fillet with variable curvature which is curvature continuous to the adjacent surfaces. (Curvature continuity also means it is tangent to the surfaces.) Reflections will be smooth along the edges of the fillet.

Circular arc fillets are typical of many items as they may be easier to make. Blend fillets are used on many items where smoother transitions are desired. The choice depends on how the object will be made and the aesthetic goals.

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The intent is to make fillet without this ‘discontinuity’ in order to make render of a model smooth and realistic.

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Probably you are looking for a continuity that can be achieved using BlendEdge . It’s a bit harder sometimes but surely it looks better

note: FilletEdge is G1 (a.k.a. Tangency) , BlendEdge is G2 (a.k.a. Curvature)

Hi Jonathan - Tangent fillets will always tend to show the curvature discontinuity- they are tengent ‘by definition’ - use BlendEdge to get curvature continuous transitions.



Thank you all for these recommendations. Definetely made my life easier!