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Thanks for a very informed and helpful response Lutz. I used step 2, a
linear translational sweep. But I did not do the intersection of the single
cube rotated around the Z axis, instead I just enabled the bevel feature.
(I use a single box to make a cut out in the middle of my base.) The problem
is that I can't seem to see how to control the angle of the bevel once I
scale the sweep to a full rectangle. Is your interesecting cube idea a way
around that, or can I adjust those control points to get the bevel the way I
want it?
#declare new_base = object {
new_base_Raw
material {
pop_wood
}
scale <-264.636932, -341.753265, -41.044865>
rotate -180.0*z
translate <-15.146989, 34.915226, -50.417278>
}
difference { // bevel_base
object { new_base }
box { // base_cutout
<-1, -1, -1>, <1, 1, 1>
material {
pop_wood
}
scale <243.20993, 308.392822, 14.846091>
translate <-11.067964, 36.703621, -56.991131>
}
}
"Lutz Kretzschmar" <lut### [at] stmuccom> wrote in message
news:j10g4uoti6i4qk9mdb2ncav3s2jv0ijost@4ax.com...
> Hi Mitchell Waite, you recently wrote in moray.win:
>
> > I would like to put a 45 degree bevel on the edges of my box.
> There's a number of ways.
>
> You could intersect four cubes. One as the base, the other three
> rotated by 45 degrees, each around a different axis. Those three
> should be scaled a bit in the axis around which they're rotated to
> avoid coincident surface problems...
>
> You could make a linear translational sweep and use the Bevel slider
> and then intersect that with a single cube rotated around Z to bevel
> the four vertical edges.
>
> You could use a difference to cut the 12 edges off a cube by using 12
> cubes rotated and placed accordingly. Not very efficient.
>
> - Lutz
> email : lut### [at] stmuccom
> Web : http://www.stmuc.com/moray
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