For clean, repeatable bevels under a Subdivision Surface, combine Edge Weighting with controlled chamfers.
Why this combo works:
- Chamfers (bevels) add supporting geometry that subdivides predictably, keeping quads and curvature stable.
- Edge Weighting under a Subdivision Surface (SDS) sharpens selected edges without extra loops—great for panel lines and tight creases.
- Together, you get consistent radii, controllable sharpness, and cleaner deformation.
Core setup:
- Place the mesh under a Subdivision Surface and enable Isoline Editing to read topology clearly.
- Select critical edges and run the Bevel tool in Chamfer mode:
- Offset: use real-world values (e.g., 0.5–2 mm for product edges, 2–6 mm for automotive panels).
- Subdivisions: 1–2 for tight edges, 3–4 for rounder fillets.
- Mitering: choose Uniform or Patch to avoid stretched triangles at corners.
- Clamp Overlaps: on, to prevent self-intersections.
- Profile curve: use a gentle S-profile to fake micro-fillet without extra segments.
- Refine with SDS Edge Weight on selected edges (HyperNURBS weighting):
- Apply numerically for consistency (e.g., 40%, 60%, 80%, 100%).
- Use lower weights for organic forms; higher weights for hard-surface seams.
Consistency techniques:
- Create and name Edge Selection tags (e.g., “Bevel_1mm,” “Crease_60”). Reuse them across parts for uniform results.
- Store offsets as presets in the Bevel tool so teams match fillet standards.
- Keep object scale uniform (1,1,1). Freeze transforms before beveling to ensure offsets match across assets.
- Model to correct scene units so offsets are meaningful in production. If you need a license or upgrade, see NOVEDGE.
Corner quality:
- Prefer Patch/Uniform mitering to reduce star-poles on L and T junctions.
- Avoid n-gons in high-stress areas; convert to quads where possible for stable SDS smoothing.
- Use the Profile curve sparingly at tight junctions to avoid pinching.
Non-destructive option:
- Use the Bevel Deformer as a child of the mesh and restrict it with your Edge Selection tags.
- Stack multiple Bevel Deformers for different radii (tiny manufacturing bevels vs. visible design fillets).
- This lets you iterate radii without collapsing geometry—ideal for lookdev and client changes. For robust pipeline setups and add-ons, check NOVEDGE.
QA checklist:
- Gouraud Shading (Lines) to inspect support loops and flow.
- Phong Tag: adjust Phong Angle to avoid false sharpness during evaluation.
- Deformer order: SDS after Bevel Deformer for correct smoothing.
- Deformation test: bend/pose the mesh to ensure bevels don’t collapse under animation.
Common gotchas:
- Over-weighting edges leads to “sliced” shading—reduce weight or add a minimal chamfer instead.
- Beveling tiny details at non-uniform object scale causes mismatched radii—normalize scale first.
- Too many bevel subdivisions inflate polycount—use the smallest segment count that holds the silhouette.
Pro tip: Build a small “Bevel Bible” for your studio—standard edge radii and SDS weight percentages. Share it via your asset library and keep your Cinema 4D seats current through NOVEDGE for consistent results across teams.






