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NURBS required with filet? (by Ektor)
Hi.
I was making a piece on which I had to add fillet.
For this I use a technique, which works well. But I still have to activate the NURBS to avoid problems.
Is it possible to do something else?
Thanks :)
here are some pictures
The result with nurbs
https://tinyurl.com/2p9cf6uc
Sketch :
https://tinyurl.com/2266ptce
Nurbs problem :
https://tinyurl.com/mvjspc45
I was making a piece on which I had to add fillet.
For this I use a technique, which works well. But I still have to activate the NURBS to avoid problems.
Is it possible to do something else?
Thanks :)
here are some pictures
The result with nurbs
https://tinyurl.com/2p9cf6uc
Sketch :
https://tinyurl.com/2266ptce
Nurbs problem :
https://tinyurl.com/mvjspc45
(no subject) (by Paul)
This looks like (thought I'm not certain) an issue with NURBS when the surfaces are tangent. Meaning your curved surface is tangent with the top and side of the part. It may also be because you're subtracting the sides coincident with the sides of the part. Regardless of which geometry is causing the problem, I fixed it by enlarging the region being cut away to extend beyond the part. See modified attached version.
This can be kept as NURBS.
This can be kept as NURBS.
(no subject) (by Ektor)
thank you for the answer.
the tangent problem, that's what I thought . :)
the tangent problem, that's what I thought . :)
But why? (by Jacob)
I am having the same issue with fillets on these models. I also have to force NURBS surface to have anything concentric to a circle extruded. For the record, The STL makes just fine when you crank all settings for export to their max settings for super smooth curves.
(no subject) (by Paul)
>> I also have to force NURBS surface to have anything concentric to a circle extruded. For the record, The STL makes just fine when you crank all settings for export to their max settings for super smooth curves.
@Jacob, there are some cases where triangle mesh booleans fail too. My preference is to keep things NURBS because it's necessary for STEP export. I'm not currently aware of any issues in the triangulation code (converting NURBS to mesh for display or export) only the booleans of both.
I fear version 3.1 is going to bring a lot of mesh issues to light since we can link STL files.
@Jacob, there are some cases where triangle mesh booleans fail too. My preference is to keep things NURBS because it's necessary for STEP export. I'm not currently aware of any issues in the triangulation code (converting NURBS to mesh for display or export) only the booleans of both.
I fear version 3.1 is going to bring a lot of mesh issues to light since we can link STL files.
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