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Comment by schiffern

  >corners where 3 fillets meet
I would imagine there are a few different possible options (preferably a settable parameter):

* Intersection. Conceptually the simplest, the chamfers would just be joined by the solid addition of all three fillet surfaces, creating three new sharp corner edges that meet at a single vertex.

* Rolling sphere. Imagine an idealized spherical "thumb" smoothing out caulk. The middle would be joined by a new spherical concave surface, tangent to all three fillets. Also generalizable to convex fillet intersections, smoothing out sharp corners.

* NURBS, with adjustable parameters or even control points, eg when you want a little more "meat" in a corners for strength of a part.

* Flat corners, for chamfers (what do do when N>3 corners meet?)

* What else?

Ideally you might be able set the corner type separately for inside vs outside corners, or on a per-vertex or (in the most granular case) per-incoming-edge basis? Is that crazy?

How do saddle corners[0] behave? Does it just "work out" and (by some miracle) uniquely resolve for all permutations and corner types?

It certainly gets complex quickly!

[0] center, where the cubes all intersect https://entitleblogdotorg3.files.wordpress.com/2015/02/esche...

parent schiffern 7 months ago

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