Take a situation like this, where a very basic 3D form was constructed through a quick-and-dirty “sketching” process of running boolean intersections/differences on various solids, trimming away some garbage, and then joining everything together into a nice watertight closed solid polysurface (checked: no naked edges).
Running a FilletEdge on certain areas clearly “fails” in that it sort of rebreaks the entire solid, and it only fillets two surfaces together. The top and bottom surfaces are left untouched, and there are 2 clear gaps now at the top and bottom.
I get an intuitive sense at this point of why this is probably not working as I want it to (because of the steps I took to get here), but nevertheless, if my goal is to just generate fast concepts — and you hit a moment like this where you want a nice rounded filleted edge… what do you do? What’s the easiest / most effective thing to do?
yes, this is how fillet works in rhino
a trick would be to extract the blue surfaces
extend them a little
create the fillet between the green surfaces
extend the resulting fillet surfaces
and finally trim and join
This is all about strategy, the order in which you do things, and avoiding having any tangent edges anywhere near Booleans, as that often leads to pain.
Avoid having multi-surface joints anywhere near where you want to run a fillet, and if possible run the fillet on the subtracted geometry first.
In a scenario where one is simply rapidly conceptualizing a form in a less strategic sequence (as I did), then I suppose the only option is to then refactor/resurface things as you did!
I’d really love to know more about how you actually did remove the “joints” between all of the surfaces and what steps you took above. The screenshot makes it seem like you created some massive loft (but from what source curves — your own?), but then what?