Creating thin long objects like pipes and wires is the often task in the interior, scientific of fantastic scenes. One of the easiest and most convenient ways to create such objects is using curves. The main curves advantage is the easiest control and editing: any time you can change the shape of the curve, move its points, add new and delete unnecessary ones. You do not have to work with a lot of mesh points, but only with several points of the curve, which is much more convenient.
Preprocessing for rendering scene with curves is also performed faster than with meshes. Simple wires. Pipes are the same wires, just with a large diameter. All the advantages of modeling with curves are preserved.
Various profiles. Pipes and wires have a circular profile, which can be easily set by adjusting the Bevel — Depth parameter. However, some times it is necessary to model long objects having an arbitrary profile.
For example — a plinth, a wire box, rails, beams and many other. Is it possible to use the flexibility of modeling such objects with curves? We must use two curves to obtain the arbitrary profile. The first curve is the path. Like pipes modeling, the final object will stretch along it.
The second curve is the profile. It specifies the shape of the final object profile. All the objects we created above have the same thickness along the entire length. But what should we do to model a pipe with a variable diameter? Filling path or a constant number of ribs? Now, if we move or extrude the path curve points new segments are not added and the existing ones deform according to the curve length change:.
Blender add-ons developer and articles writer. View all posts by Nikita. Skip to content Creating thin long objects like pipes and wires is the often task in the interior, scientific of fantastic scenes. In this panel, it is possible to raise the value of the Resolution parameter, which responsible for the final grid density — how smoothly the curve looks.
Add one more curve to the scene.Okay, sounds simple. Could somebody tell me how? Suppose your cylinder is aligned along the z axis. If you simply extrude and scale type e, then type escape, then type s and move the mouse or type in 0.
Since you are in subsurf, the pipe will look wonky. In order to square off the ends, you need another set of vertices. Type e, then escape. Another tip: switch to face select mode. You can select an entire loop of faces by putting the mouse cursor near an edge, holding alt and RMB clicking.
Making pipe connections: Use the loop cut tool to make an edge close to the end of the pipe. The loop cut tool will cut across whatever edge you point out with the mouse cursor, and will show you a purple line for the proposed cut.
Then extrude those faces once, but escape to leave them in place this squares off the end of the pipe in subsurf. You can adjust the sharpness of the edge between the pipe and the connection by switching to edge mode, selecting the edge next to the joint and moving it closer or further away from the joint. Bending pipe. EDIT: Could somebody tell me how to do this? The end of the pipe should remain a circle, not to transform into an oval…. A pipe 3. Note, both rows of verts at the end must be tilted, but you have to do them separately, otherwise scale to zero would move them all to the same level on the z axis, and you do want to keep some separation between those edges.
I think you could also make a separate plane object, insert it into the pipe at the proper angle, and use the retopo tool to drop the appropriate verts onto the plane. For future reference, another way to make the angled cut is to use shear. Then move the mouse left or right until you get the angle you want. A minor correction to the shear instructions: rotate the pipe so it is aligned with the x or y axis.
This is a better method than tilting the pipe and using scale to zero, since it preserves the circular cross section. Thanks, JasonBob I learn something new here every day.
I love this place. Orinoco is right about that. I recently had to make an angled pipe just like this, so the shear tool was fresh on my mind. And a new problem: How to make the conical part smaller, like described in image 1.A simple, non-extruded curved line on its own will not be visible when rendered in Blender. Things are different, however, when you bevel the curve—that is, use some two-dimensional shape as a cross-section, and the line curve becomes a guide for extruding the shape into the third dimension.
Look in the Curve Context in the Properties window, for the Geometry panel. Try setting the depth to something like 0. Now your curve is no longer a simple line. It should have a V-shaped cross section, perhaps like a piece of bent angle iron. Now look further up, in the Shape panel. Start and End Bevel Factors: These reduce the extent of the bevel shape, so that instead of extending the full length of the curve, they go from and to the specified fractions of the length. These become more useful when the cross section of the shape is no longer uniform, when you apply a custom taper below.
Now change the curve to 2D. For added flavour, give it a nonzero Extrude value, and this will make the shape even thicker. Now we will try using another curve to supply the cross section. Now, select just the end points of the handles not the control points themselves.
Click on it, and a popup menu should appear, and you should see the name of the second curve e. Select that name, and you should see your bevelled curve immediately take on the cross-section of the new curve. The result should appear something like this. Only a curve can be used as a bevel. Select the second curve again, go into Edit mode, and try messing around with the control points: you should see your changes immediately get reflected in the shape of the bevelled curve.
This is easy to fix, because any change you make to the rotation and position of the second curve in object mode will have no effect on its use as a bevel, so you can freely reorient and reposition it to make it easier to match its shape up with the bevel cross section. Scaling does, however, have an effect.
You will see that they affect the scaling and orientation of the bevel cross-section along the curve. Now try adding a third curve object. As with custom bevels, only curve objects will work. The bevelled shape will now most likely squish down in a most peculiar way. Select your third curve, that you are using as a taper, and go into Edit mode. As with the bevel shape, you can freely rotate and reposition and this time, even rescale the taper shape in object modeand it will have no effect on its taper function: only alterations of the control points in edit mode have an effect.
Tilt still works. The taper object should not have its own nonzero bevel or extrude settings. This only confuses the issue. From Wikibooks, open books for an open world. Namespaces Book Discussion. Views Read Edit View history. Reading room Community portal Bulletin Board Help out!
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Modeling with curves: wires and pipes
When I try, it keeps turning out like a rectangle with corners. If you would then like to edit the shape of your tube, just edit the Bevel Object, which here is the circle:. Sign up to join this community. The best answers are voted up and rise to the top. Ask Question. Asked 6 years, 5 months ago. Active 11 months ago. Viewed 43k times.
Blender 3D: Noob to Pro/Bevelling a Curve
Zachooz Zachooz 3 3 gold badges 6 6 silver badges 12 12 bronze badges. See here: blender. Active Oldest Votes. I had everything right except the resolution lol. Also how do I make it branch off? This will work as long as you don't mind the branches not actually being connected to each other, but if you do want them connected, you might want to try using a mesh object with a skin modifier.
I just wonder, why is there such a big size difference between the "tube" and the bevel object? Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.Example I started with a torus : pipes. TynkaTopi : There is this distortion thing OP mentioned in 4 - Beveling cubes before select loop to convert might help, likely. I approach the problem this way: Script or not, you will need to layout piping run geometry.
Make this out of edges. Layout piping elbow, and put object center at the corner of where pipe centerlines intersect. Duplicate the elbow as much as you need. Snap the elbows on to the pipe run corners and rotate to proper orientation. All you do now is to joint all the elbows to gather and bridge the ends to form pipe run.
Since all the pipes and elbows are standard size, to create additional pipes, just duplicate and edit pipe run; make it longer, shorter, put bend in different location. Delete the cube 2. Add Cylinder 3. Into edit mode delete top and bottom faces 4. Now in the properties panel on the left make x to be 5 6. Smooth it 8.
Add subdivision surface modifier 9. Add more modifiers if you want I only smoothed it and added subdivision. JA12 : I never know about the wire frame thing! Thanks for the tip. Attachments ScreenShotNURBS curve on the other hand have only control points. Like other elements in Blender, curve control points and handles can be moved, rotated, or scaled as described in Basic Transformations.
The transform tools are described in the Transformations sections.
Like other objects, curves have textures spaces which can be edited. Alt - S. The radius will be interpolated from point to point you can check it with the normals. The Radius of the points is set using the Radius transform tool. Or in the Sidebar Transform panel. One control point radius set to zero.
Ctrl - M. The Mirror tool is also available, behaving exactly as with mesh vertices. Shift - S. Mesh snapping also works with curve components. Both control points and their handles will be affected by snapping, except for within itself other components of the active curve. Snapping works with 2D curves but points will be constrained to the local XY axes. The Spin operator only works for one dimensional surface objects. Its use for curves is currently not possible, the full feature is documented in Surface editing.
Shift - D. This tool duplicates the selected control points, along with the curve segments implicitly selected if any. If only a handle is selected, the full point will be duplicated too. The copy is selected and placed in select mode, so you can move it to another place. The Split operator splits a selected segment of a curve from the rest of the curve. This curve can then be moved or altered without affecting the other curve.Blender 2.8. Modelling with Curves, how to make pipes.
If a single control point is selected the Split operator will create a new singular loose control point; leaving the previously selected control point attached to the rest of the curve.
Curve objects that are made of multiple distinct curves can be separated into their own objects by selecting the desired segments and pressing P. Note, if there is only one curve in a Curve object, Separate will create a new Curve object with no control points. Alt - C. This toggles between an open curve and closed curve Cyclic.
The only time a handle is adjusted after closing is if the handle is an Auto one.
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Open and Closed curves. This action only works on the original starting control point or the last control point added. Deleting a segment s does not change how the action applies; it still operates only on the starting and last control points. This means that Alt - C may actually join two curves instead of closing a single curve! Remember that when a 2D curve is closed, it creates a renderable flat face. Blender does not try to keep the same shape, nor the same number of control points.
When in Edit Modeyou can hide and reveal elements from the display. You can only show or hide control points, as segments are always shown, unless all control points of the connected curve are hidden, in which case the curve is fully hidden.
See also the Curve Display panel.This add-on provides an extensive set of tools for the manipulating and editing of curves. Several CAD style curve tools are included. It creates a surface from a profile and two paths.
The order in which you select the curves and its direction is important to make this work right. Blender 2. Click Add Curve then Curve Tools to enable the script. Set Origin to Spline Start Move the origin of the curve to the first point.
Auto Loft Turn on to store the loft data if you move or edit the curves. Update Auto Loft Press this button to update the new loft mesh position after moving or editing parent curves. Separate Outline or Selected Separate the Outline mesh from the original.
Handle Projection To do. Divide Subdivide selection or filleted corners. Scale Reset Reset the objects scale to 1, 1, 1. Birail It creates a surface from a profile and two paths. Multi Subdivide Subdivide with level of details.
Split by Selected Points Cuts the selected points creating openings. Remove Doubles Remove doubled points. Discretize Curve Disconnect the selected points. Show and Arrange Sequence Display and arrange the sequence.
Remove Splines Remove selected splines based on a threshold. Join Splines Join selected splines based on a threshold. Pathfinder Tools for paths.