Smooth Combine

Smooth Combine

Anonymous
Not applicable
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Message 1 of 9

Smooth Combine

Anonymous
Not applicable

Good morning guys, i'm having some problems with a new object that i'm trying to create.

I need this model to be constructed by intersecting the legs with the main sphere and then fillet it to create a smooth transition.

sss_Tavola disegno 1 copia.png

This is the starting leg. Then i Subtract it with the sphere after placing fillet (cause otherwise i couldn't make the fillet that big) 

 

sss_Tavola disegno 1.png

 

Then i did the same for the other leg (i didn't need it for the leg behind cause it is already smooth).

 

sss_Tavola disegno 1 copia 3.png

 

And this is my final result.

 

Now, this seems smooth but in rendering mode it isn't.

 

sss_Tavola disegno 1 copia 4.png

The transition is ok, it is not much of a  problem but it can be seen a bit (and it's ok).

 

But when i try to render it on Blender (i prefere blender for rendering) 

 

Senza titolo-1_Tavola disegno 1 copia 5.png

 

It is pretty messy.

 

I would like to know how can i solve this. I want it to be smoother has possible. I'm not really good on Fusion and maybe there is some way to Smooth the Boolean or to better place the Fillet or some other thing.

 

I really thank you in advance for your help!

 

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Accepted solutions (1)
1,288 Views
8 Replies
Replies (8)
Message 2 of 9

TrippyLighting
Consultant
Consultant

1. Please share your model. Export as .f3d

2. I am not sure I fully understand why you create 2 separate, very simple T-Spline objects and then combine and fillet them. Wouldn't it make more sense to model the entire object as one quad-mesh in Blender?

 


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Message 3 of 9

Anonymous
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I'm not used in Blender modelling, i find Fusion simpler. I'm surely better in Blender in Lighting and Rendering.

This is the file. 

I have to create, then, the same shape with different leg position. 

 

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Message 4 of 9

Anonymous
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No one can help me? 

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Message 5 of 9

TrippyLighting
Consultant
Consultant

Can you perhaps share an image of what you want for the final model to look like?

 

Hacking together separate T-spline based bodies might be simpler but in the end, it often fails.

I am hesitant to spend too much time showing a better technique until I have a better understanding of the end result you wish to achieve.


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Message 6 of 9

Anonymous
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Thank you for your kindness. The result i would like to achieve is similar to the one i tried to get. But the shape is not clean. draw1.jpg

This is a drawing, so yu can see it is similar.

 

I also imagined another one with simmetric legs 

 

draw2.jpg

 

So thet i can create different kind of compositions

 

IMG_20200604_084342 (1) - Copia.jpg

 

It is a lamp, so i also tried to render with the Emitter on Blender and the resuilt is very good cause the light makes it impossible to see the dirty shape. 

 

Risorsa 2@2x.pngLike that.

 

I hope i've been clear enough

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Message 7 of 9

TrippyLighting
Consultant
Consultant

These shapes should be modeled as single T-Splines, or as you prefer Blender already for rendering and lighting they should really be modeled in Blender.

 

This is modeled in Fusion 360 but I would have been faster in Blender:

 

Screen Shot 2020-06-07 at 7.40.39 AM.png

 

Screen Shot 2020-06-07 at 7.44.20 AM.png

 

 

IN the Attached model symmetry is applied, but if you want it asymmetric, you could simply clear the symmetry and modify the side you want asymmetric.


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Message 8 of 9

TrippyLighting
Consultant
Consultant
Accepted solution

It is rare that users post hand sketches and I really appreciate that!

As such, I created a screencast of how I merged the geometry of the separate T-Spline bodies.

It really helps to count vertices and edges and make those numbers match when trying to merge different T-spline geometries.

 

 


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Message 9 of 9

Anonymous
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Thank you for your help! This is the solution i needed. I learned a lot by rebuilding it by myself. I can't tank you enough. I will surely post the finished result!