Oh... was not aware of using volumes... hmm will check on that. The snapping to grid, for now I do not trust... I always check the properties of the object and manually set them to exact values... should they be off. But working with snap to grid will require more "practice" on my part it seems. It does not seem to be "idiot-proof" enough like in Radiant.
To show what I did and explain a few terms I used, that may not have been clearly worded, here a few screenshots of what I mean and want from
bevelling. A chat with Hipshot showed that 3ds Max seems to interpret bevelling differently, and so does Radiant. So my "good" Bevelling is what Blender does in the pretty much the simplest case the tool creates. You can really whack out your bevelling if you want to though.
In Blender 2.7.3:
So this is what I ended up with in Blender by adding a 64.0³ Cube, selecting it, then in Edit mode (this keeps everything selected (vertices, edges and faces apparently).
Ctrl+B, to turn on Bevel... not sure what bevel, since there is a vertex, edge and face one using the same shortcut. Then under the bevel options set
offset to 0.5.
This is what I understand under bevelling, this special case of clipping off the edges at 45°, no fancy other thrills.
In Radiant 1.6.4:
I visually defined all the simple cases I mean, since as mentioned bevelling can become insanely complex. The
Angled Edge, is just that a 45° cut parallel to the original cube edge. Easily done in the orthogonal views of Radiant. This does *not* yield the nice
Tri-Corner, I only discovered by using Blender's bevel. The bottom right corner shows what I mean with "
2u Corner Cut".
Top, left image: This is how the imported cube looks directly from Blender. As you can see, looking closer, the paper thin outside faces of the bevelled cube had become "thinkened" to 2u. This leads to a "weird" inside hollow space. I tried to simply put a 60³u³ cube into the hollow, to fill it up, but
CSG Merge apparently wants no overlapping of brushes, at all. I seem to have confused that with how Microbrush 3 does it, the latter is more accommodating, IIRC. Or maybe it was simply wishful thinking.
Top, right image: Selected the 60³u³ cube, on a 1u grid, and then did a
CSG Substract. This cleaned up the hollow inside of the cube. And the 60³u³ cube now completely fills the insides of the bevelled cube
Bottom, left image: Select outer and inner cube completely, and do a
CSG Merge, this finally works, and yields *one* nice bevelled brush.
Bottom, right image: In top view, shows the nicely on-grid bevelled cube.
Simple, so what's the big deal?
Indeed, if I had imagined the nice Tri-Corner, I could have done all that in Radiant using 2 and 3-point clipping. But imagine two cases... look at a perfect cube from above, then make a diagonal cut via opposing corners (creating two triangles), in 3D these are two ramps. Now try to create correct "Angled Edges" on the diagonal. Or even worse (here I had to give up in Radiant) create a 3-sided pyramid with triangular floor (e.g. angle a plane and cut off the corner of a cube)... this "triangular ramp" has all sorts of angles.
My hope is Blender will create the proper bevelling for those less trivial shapes. And I needed the cube example to come out perfectly in Radiant... or all this would have been pointless.
In case you are wondering, will anyone ever notice all this extra effort... the answer... "probably not"... but I care and it also helps me learn to use Blender as a modelling tool... and a specific goal is always better, than "just create something in Blender".
Kat,
will look into using volumes next. You might give me a pointer on how clipping works in Blender, if you would?