I want to fillet the edges of this brep that are not on the surface, i have been able to identify the indices for the correct edges, only problem is there are 13. Ideally, there should only be 5 edges, I assume why this is giving the fillet edge component a stroke. If someone can help me I would greatly appreciate it as I would then need to do this parametrically for all breps on this surface not just one.
The Fillet Edge component needs edge indices for Edges and the Shapes are the objects to fillet. If you post the file with internalized data we can provide more help.
Hi Gijs, thanks for chiming in, basically if you look at the list item right before the fillet component, I get the indices, however im assuming that the geometry of the brep is the problem.
To that end ive been rebuilding all the ‘pads’ to just have 6 faces (also a huge headache, but im almost finished)
(the picture is the workaround im doing right now rebuilding the breps)GeometryToFillet.gh (397.8 KB)
In fact despite all my work, the only part of the brep that I can fillet (badly) is the one I dont need
I think what you want is something like this?
the radius you are setting won’t work though (too big). I changed it here to 0.2
GeometryToFillet-re.gh (390.4 KB)
Yes that is indeed the ‘fix’, do you have a suggestion for getting this to work with bigger fillets other than trimming the tops and bottoms of the ‘pads’ with planes to avoid the whole mess in the first place? (i would like to keep the top and bottom curved surfaces)
edit: i tried with 0.2, and for me it doesn’t work, previously i’d taken the shortest edge length/2 as the radius, now with some more testing i see that this only works for 0.12 radius
does it need to be a blendedge with setback fillet? If you use rolling ball fillets you can get quite a bit larger, since the extra space for the setback is not needed.
In principle I don’t mind. However, what I’m really asking is how can I go further/ how can I reconstruct the shape such that im not limited by such tiny lines on my brep. Is the only solution to have a less complex solid difference? Even after rebuilding my breps extensively the only solution I can come up with is doing plane cuts and getting rid of curves (which is unfortunate).
The problems start with your surface being in my opinion over defined.
You could most likely get rid of most of the control points. I ran RefitSrf with 0.01 tolerance.
At least one of your objects has multiple surfaces on the top surface. If you want less segments on the fillets, you need to clean the edges and get rid of polylines. Rebuild the polylines between corners with degree 3 curves. I did that for the top and bottom surface of one of your objects.
GeometryToFillet_mrtn.gh (30.3 KB)
Thanks Martin,
Basically then, that is the case that, the only solution is to simplify the cutting geometry.
If you want a cleaner result, yes. It also helps avoid potential errors in the fillets.








