Thanks. But, just ignore the question of soften and coplanar edges. This is something independent of the bending and Iâll provide options to keep quads or not.
My question is related to assessing which algorithm is closer to the real-world situation.
kendi dilimdi yazıyorum , metelurjik açıdanmı deÄerlendircez , gerçek bir bĂŒkmeden mi bahsediyoruz özellikleri çok benzer , en önemli Ćey line lar kopuk , gerçek bir bĂŒkĂŒlmeden bahsediyorsak , malzemenin baĆ kısımlarında çekme olmalı , burada yok , imalat için simĂŒlasyonda kullanacaksam , gerçek bĂŒkme olmalı , seni araçlarında benzer özellikleri sunan bir araç vardı öyle hatırlıyorum , nasıl inceleyeceÄimizin konusunu tam olarak belirtirsen , talep fikirlerimiz olur . Saygılar
I tested in Blender with a Bend modifier. The result is that of variant B, the one that preserves the original width at all inflection points. But in some situations, option A is also good, if it keeps the original width along the entire length (as an offset for the side edges).
Reality - it seems to preserve the width (offset) - option A
because I donât bend metal, but Iâve bent my share of cardboard, plywood and other thinks like that by scoring one side.
what matters there is the thickness of the board. solution A retains the thickness.
the 3 sided example is good, if I want to make such a shape with a 7,3509 board, then yeah, A is correct.
B is a different case, itâs bending the material so that no thickness is greater than the initial material. it might make sense in term of maths, as you âsliceâ the initial model and the slice geometry it retained.
what hurts my brain is that A is more correct, it retains the thickness of the element.
but B works with the same logic as Sketchup circles and arcs, with only the endpoints being correct.
It respects the average thickness along the curve. With a smooth circle, this is not so obvious, but it becomes clear when you have less segments (like 3 or 4)
It preserves the total length, here on the inner side of the bent shape.
I would have thought that A is closer to a FollowMe, but I am also lost with how FollowMe works.
Below I took a square 10mx10m and follow it along a half-circle with 24 segments and a 3-edge rectangular curve.
At first I thought it was necessary to have quad geometry, but thatâs not the case. Iâll have to search and see if I can find an answer to this problem, to keep those faces like in SketchUp.
doesnât surprise me, you draw the circle / arc based on its radius, between center and vertices.
but polygon can be drawn according to inside / outside circles, ie you can draw one based on the width between its sides, not vertices.
and from your test with follow me, it seems prioritises vertices only with true arcs and circles.
so a solution would be to explode into a polygon prior to the operation then ? if you want coherence with all the other tools ?
In the case of FredoBend Circular or True Bend, the circle is implicit and the user should be given the choice.
TrueBend, which is Algorithm B in the post above apparently chose to use a True Circle algorithm.
For FredoBend Circular, I was thinking of using algorithm A, but now that I understand better what Sketchup does with Offset and FollowMe tools, I will offer the choice between A and B.
Note that the true circle algorithm is not really appropriate to cases where you have few segments, but at least it is consistent.