Available in DEM Earth 5.604 or greater.
A new Stackable non organic Spline Beveling Deformer, for engineers and hard modellers.
Initially developed to Bevel lots of splines and segments very quickly (OSM building outlines), with variations, this spline deformer also turned out to be very useful for a lot more than just beveling building outlines.
- Intuitive and Easy to use procedural Spline Rounding and Beveling.
- Not organic. Unlike all of c4d spline interpolation methods, this is perfect for hard surface modelling and/or engineering requirements. if you do not want to change your shape, you just want to round your corners, this will do exactly what you need.
- Stackable :)
Usage.
Insert it under any spline. It is a spline deformer.
- Strength : The proportional size of the bevel. At 50% the bevel is the size of half of the shortest point edge.
- Limit : This limits the extent of bevel range.
- Subs : The number of points used to interpolate the a point.
- inner: Select this for convex bevel.
- Inver: Inverts everything.
Filter.
- Minimum Angle. If the angle of the 2 edges of a point is less than this value, it is ignored.
Random Bevelling.
- Ignore Point : The Probability of a point not being beveled. i.e. if on a square with 4 points, 25% probability means that 1 in 4 points could be ignored.
- Inner Switch : The probability that a bevel is inner, or outer. (the opposite of the main inner setting).
- More options to come :)
The following image is just a cloner, with square spline in a grid. The Bevel Spline 2.0 gives each spline its own Random Bevel.
This can be done by setting Random->Ignore point : to 25% or greater.
Probability means there is a chance that all points are ignored, or no points are ignored.
The seed of this probability is setting seed + object ID + segment + point.
Overdriving the settings produces interesting results.
Overdrive settings.
There are endless possibilities with different fonts and settings.
What is wrong with just using c4d's built in interpolation methods?
Take a simple square shaped spline (shown in white)
Shown in green, a typical c4d spline interpolation. All of c4d''s interpolation methods lend themselves to organic modelling. Hard modelling or engineering was never their goal.
Shown in pink, you see spline bevel deformer set to 50%. Very simple, but very useful.
This will naturally bend/bevel corners, how you would expect them to physically bend. It is very different to c4d's organic interpolation methods. This lends itself very well to (among many other things) building shapes.
i.e. OSM buildings outlines look visually much nicer, if you just bevel them. For illustration, this is easy to add to any spline. You can not achieve this just by changing interpolation of a spline in c4d.
What does stackable even mean?
The first deformer does an inner bevel.
The second deformer then rounds (bevels) the corners created by the first inner bevel.
- That is hard surface modelling, for splines :)
Notes:
This deformer is very fast, and takes advantage in 2024 and beyond of c4d's newly introduced multithreaded modifier stack since 2024. You can throw it at any spline, and it will do its magic quickly and cleanly.
More examples/videos : X tools4d..