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  • Published 16 Mar 2018

Solidy Modifier - Subdivide Rim

As an image is worth a thousand words : image

I think it would be interesting to add a Rim Subdivision in the Solidify Modifier. The effect is simple : adding subdivision on the Rim generated from the modifier. Default value at zero.

This gives more flexibility when it comes to modeling in a non-destructive way, or if you want to work with subsurf. As it gives you the ability to get more mesh detail or simply have supporting edge loops without the need to apply the Solidify and add your loops by hand.

This option directly in the modifier can help you obtaining different shapes like smoother bevels or rounded rims with a subsurf on top of it. Or combined with a bevel modifier, helps you control the rim's behavior. More geometry can also be used with a displace modifier for extra volume detailing as it helps keeping a consistent mesh. And pretty mutch any deforming modifier which could need more geometry on that specific mesh area.

If you use the solidify with a huge thickness + a subsurf, adding Rim Subdivisions will allow you to keep your rim straight.

And even if you plan on applying the solidify modier, you can add thoe loops for later use in a very few clicks.

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Development Status: Open

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Lauloque
16 Mar 2018

12 Comments

mahesh0806

Yes. Also, I think that similar (Generate) modifiers should also give he ability to make new vertex groups from he generated vertices. These new vertex groups can be useful for further modifiers procedurally.

3
message

This option is highly interesting for us at our design studio. We often export the results of the polygon modelling stage out to engineering software, which is NURBS based. During the conversion process, we manually have to apply the solidify modifier currently, and add in two edge loops close to either side of the thickened shell. Otherwise, when converting to NURBS, the rim rounds off way too much.

2
Quargzon

I think a nice, useful addition to round this feature out would be a slider to curve the subdivided rim to create a rounded edge. It would be kind of like curved bevels.

EDIT: Pun intended.

2
Lauloque Author

@quargzon: I love puns when improvised

1
jason

I think some folks could guess, but it would be helpful if you explained the benefits that this feature would bring to Blender users.

Lauloque Author

@Jason van Gumster: Yep. I added everything I thought about at first, tell me if you see more usages.

jason

@loic.dautry: Since you can't directly edit those loops in Edit mode, though, what are you getting with that additional geometry? Smoother bevels? Rounded rims?

Lauloque Author

@Jason van Gumster: It can be both.
More geometry can also be used with a displace modifier for extra volume detailing. Or pretty mutch any deforming modifier which could need more geometry on that specific mesh area.

If you use the solidify with a huge thickness + a subsurf, adding Rim Subdivisions will allow you to keep your rim straight.
And even if you plan on applying the solidify modier, you can add thoe loops for later use un a very few clicks.

Actually, this afternoon I was modeling a cat transport cage (like this one ) with the solidify modifier. For the vertical holes I needed a precise control on the thickness and the edges and even after playing with the creases and some bevels, my best result was obtained by applying the solidify and adding one edge loop right ine the middle of the rim.

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holyknightjoshua

@Jason van Gumster: took me a bit to see a use for it. though i don't really see a use for it when subsurf isn't above the solidify modifier. i usually add supporting edge loops with the bevel modifier in that case.

modifier stack order matters lol.

1
Lauloque Author

@Josh Strawbridge: it's not only for adding supporting edge loops and it doesn't have quite the same effect nor use.

simonstoschu

@loic.dautry: The problem with the additional geometry is, that the resulting faces would be really long rectangles in most cases which is bad for displacement etc.
Edit: Nevermind I'm mistaken

Lauloque Author

@Simon Storl-Schulke: A "subdivide Rim" option will add parallel loops to the rim. If you want perpendicular too, you just need to have them in your original mesh so that the solidify can extrude them.