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How does that Blender mitter work on more complex cases? Can you post some other shots! Also that result in Blender is due to the second option as well " Intersection: Grid"?
I guess this is keeping the corners sharpness when subdivided because there isn't a loop going al around right?
I don't think it was suggested as a different algorithm for mitter but as an option. It's kinda strange MAX chamfer cannot do that already and you have to manually do this with cut tool.
Im curious to see how this acts on more complex models and when subdivided.
On the other hand can Blender Chamfer already give that Max result of having a loop all around?
We did the patch method to make sure we preserved the UV data. Could you explain why the cross grid patch is more desirable? I tested and neither hold up to subdividing, so I don't directly see the benifit. Thanks!
@Kranos_Orphydian Hope these help, yeah the grid switch effects it in Blender depending on the underlying topo. @gandhics Not better just different, in fact if I had to keep one I would keep Max's current (with adjusted connection points), but Blender can do both so Max probably should too. @martin.coven Oh, interesting. Yeah keeping the UVs is a godsend so good call there for sure. Thanks!
@gandhics It works with more segments, though not sure why you would do that. I would LOVE an update to the face extrude mod that lets you Bevel by face or smoothing groups, and functions like it does in edit poly. You also gave me an idea to try flow loop with 0 chamfer amount. It actually almost works but the mesh breaks, and it adds an extra edge in the quad.
@gandhics Yeah I think inset without chamfer would great to have. It would not be quite the same as being able to add segments and change the shape but it would probably work for my needs.
@gandhics For your comment about inset, what I was thinking would be awesome is a procedural bevel for faces. The only one I know of that is close is face extrude and it can only scale not bevel/inset.