Basically I want to know if it's possible to make a script preferrably for maya (or if there is already a one) that can clamps the bevel based on the space that an edge has around it. Normally in maya and other 3d applications there will be artifacts when the bevel fraction exceeds the space that the smallest edge has. It might be easier to demonstrate with an image.
In this case it wasn't that big deal, because I could just manually bevel the edges to get the desired result, but when there's more geometry it can become a problem. Plus it could save a ton of time. Another thing that could be useful, would be to have a padding option to have at least a minimum amount of space between the bevels, though that wouldn't be necessary. Just a nice thing to have.
So can someone more experienced than me explain why this isn't a thing yet? Or where it is? Or if it can be done? Thanks
Replies
There's nothing that I know of but it would be kind of handy for sure.
So basically you want a fraction per edge rather than a fraction for the shortest edge and offset all the same amount?
I had a brief play with them yesterday and was quite impressed.
If that's not enough for you, check back in a decade when the next round of changes are due
Look at straight skeleton / median line algorithms. They tend to be implemented in 2d and within a single ngon but will allow you to determine where intersection points between bevels lie on a given ngon.
That information could be used to weight bevel distances and also the sums you do to arrive at it will give you locations to place loops however you want.
(iirc there's a python implementation of straight Skeleton for blender you could look at)
Be aware, it'll probably be slow, my half finished max implementation was a bit sluggish and that's usually hundreds(thousands) of times faster than maya at asking questions of geometry .