Fillet Issues

Hello All.

I’m having some issues with my fillets.

It’s mainly where geometry is connected together kind of oddly. I"m a bit new to Rhino but slowly gaining traction. I’ve spent a lot of time researching, tangency, matching surfaces and etc. I feel like I’ve done a decent job creating 4sided surfaces to create this guitar. But when I go to fillet edges… it just get’s ugly.

Model is attached.
Test.3dm (511.1 KB)

Please see attached video below. Any help and advice is appreciated. I feel like the issue is somewhere in my foundational building of surfaces and joining them.

Thank you.

I haven’t seen the file jet.
But first of all you should figure out where the issue is.
Therefore you can fillet only parts of the edges until the fillet doesn’t work anymore.
Then you can work on the cause!

Thanks Jens.

The issue is here at these edges highlighted in yellow. Neither one of these edges will fillet properly. But I still don’t understand what’s causing the issue. Re-uploading the model. I’ve revised the geometry to clean it up a bit. But I’m still stumped.

Thanks.


Test.3dm (484.4 KB)

I think the failure of the FilletEdge is due to the convergence points at the both ends of the three surfaces in the middle,

Here is a reference mehthod to help you avoid this issue,

I have logged this issue to our development engineers.

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The usual patch layout approach in surface modelling, to avoid building three-sided surfaces, is to use four-sided surfaces, then intersect, then trim. In fact, the whole cut-in surface can be built by a single single span surface of degree 6 or 7 from four edges, or a two span surface of degree 5, then intersected and trimmed with the top and side surfaces of the guitar body.

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Nice suggestion. —-Mark

Lagom- Can you explain this a little more? I think I almost understand your suggestion.. I’m curious how you’d build the initial single span surface. Thank you.

I briefly cobbled something together to give you an idea. When you view your run-around edge surfaces from the top, you see they are a bit off in places, not all vertical, or not all with crown, or not all with some kind of draft angle. Also, it is better to not piece small surfaces together, but to use larger surfaces instead, from degree 2 and degree 5 curves. Also, the run-around edge surfaces should be G1 or even G2 continuous. Then, as you can see, you can build chord-length fillets on all edges without any problem.


Test V7.3dm (3.6 MB)

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See also this thread

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Lagom… Thanks for the model and advice. That technique makes sense and worked really well for me.

I have one remaining issue. With 1 fillet the top edge. Overall, these fillets are making more sense to me as well as understanding the various surfaces and how to get clean fillets. But I have 1 edge on the top that I cannot fillet and I’m stumped. Again any help would be great.

Thanks to everyone. Model attached if you need to see it.

Test1.3dm (593.6 KB)

It appears that a triangular region with a near-sighted covergence point is causing the FilletEdge failure. Try avoiding this “convergence point” to successfully FilletEdge, fyi,

How do I avoid it?

Pls review the video demo I provided earlier. For you current case, I suggest cutting out this triangular region and then creating a four-side surface.

Before you start filleting, I’d first try to fix the tangency between your surfaces, some are pretty far off, and probably not intended:

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Jessesn - Still struggling using your method.

Your trimming still results in a small angle (sharp corner)

My previous trimming spanned two surfaces to maintain an angle close to 90 degrees here,

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you can also avoid that patch with this layout for the top surface:

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Hi Drew, I gave your last file a try for fun. I used Gijs , his approach. It worked well but for a couple manual fixes. —Mark
Test1.3dm (918.4 KB)

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don’t forget the pipe trim trick…

If you are simply trying to blend the edges smoothly, this is a good way to do it-

it’s very tolerant of a lot of modeling sins and works when other methods fail.

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It’s also a good idea, for a simple patch layout, and as few surfaces as possible, to first create G2 (or at least G1) continuous curves of your guitar body in the top view, then do the same with the set of inner curves to trim as Gijs suggests.

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