Edge beveling tool




















The rounded edges are also more comfortable on items that are handled frequently such as belts and wallets. Aesthetically, the rounded edges on leather are generally more pleasing to the eye. They soften the look and also make it easier to seal the edges when they are burnished or edge-painted, or otherwise finished. Edgers and burnishers come in many different shapes, sizes, and styles. For example, they can have curved blades, v-shaped blades, and custom shapes too.

One thing to keep in mind is that not all edgers are sized in the same way. A particular size from one brand or manufacturer might not match that from another manufacturer. In general, it is important to keep the edges sharp to ensure smooth, clean cuts. Generally, a leather edge beveler is used when crafting leather goods. It can be utilized after cutting leather, and before finishing it. For example, when making a belt, a strip of leather for the belt will first be cut from a larger piece of leather.

At this point, the other elements of the belt can be added and the dyes or finishes applied. If one if making a wallet, the beveler would be used after cutting out the wallet shapes, and before sewing. After beveling, the edges can be further finished, such as with beeswax, burnishing, or edge paint. The bisonnette edge beveler is a beveling tool that has a rounded cutting hole towards the tip.

While most edgers have a uni-directional cutting edge that needs to be pushed away from the body to make a cut, this one can be either pushed or pulled due to the circular cutting hole. Thus, there is flexibility in how the leather is oriented when working with this tool, and which hand the tool is used in. This makes it a convenient option for edging. They come in various sizes, so preference on edger operation, and cutting size will help determine if this works well for you.

The common edge beveler is, well, the most common beveler type. It features a v-shaped blade with a rounded center, perfect for taking the edges off of leather pieces. These are a standard leather working tool, and work great across so many projects. Available sizes vary greatly, as well as qualities and handle materials. Important, too, to remember is that the blades come in different sizes.

Common are size 1, 2 ,3, etc. Different manufacturers size blades differently, so a size 1 from one manufacturer might be larger or smaller than a size 1 from another manufacturer.

So as you work more with these tools, test them on scrap leather before using them on any finer pieces, to help ensure the sizing is right for your preference and project. They are convenient, easy to use and provide precise results even for less-than-attentive or skilled tuners. Some models address both the side and base edges eliminating the need for two separate guides. The file and stone selection for these devices is fairly wide.

A side bevel guide looks somewhat like a piece of angle-iron, it slides along the base and holds the file or stone at a specific angle to the side edge. A base bevel guide slides along the base perpendicular to the edge and holds the file or stone at a specific angle to the base edge.

A difference from Offset is visible when the unbeveled edges attached to beveled edges meet at an angle besides a right angle. For vertex-only bevels, the Offset and Depth types measure from the original vertex. The Width type is measured from a new vertex to the center of the new face as half the Width. You can change the bevel width by moving the mouse towards and away from the object, a bit like with transform tools.

The exact meaning of the value depends on the Width Type option see above. As usual, the scaling can be controlled to a finer degree by holding Shift to scale in 0. When multiple edges are beveled at the same time, it is sometimes impossible to make the width match the above definition on all edges simultaneously. Bevel tries to compromise in such cases. Sometimes turning off Loop Slide see below can make it easier for Bevel to make the widths as specified.

The number of segments in the bevel can be defined by scrolling the mouse Wheel to increase or decrease this value. The greater the number of segments, the smoother the bevel. Or press S to change the number with mouse movements, as well as numeric input. Alternatively, you can manually enter a segment number value while using the tool, or in the Mesh Tool options panel after using the tool. Bevel with four segments. This is a number between 0 and 1 that controls the shape of the profile side view of a beveled edge.

The default value, 0. Values less than that give a flatter profile, with 0. Values more than 0. Similarly as Segments it can be set with mouse movements and numeric input after toggling P. The Material number specifies which material is assigned to the new faces created by the Bevel tool. Otherwise, the number is the slot index of the material to use for all newly created faces. When enabled, the per-vertex face normals of the bevel faces are adjusted to match the surrounding faces, and the normals of the surrounding faces are not affected.

This will keep the surrounding faces flat if they were before , with the bevel faces shading smoothly into them. For this effect to work, custom split normals need to be enabled, which requires Auto Smooth to be enabled see Normals. As a convenience, that option will be enabled for you if it is not already when you enable Harden Normals here.

Limits the width of each beveled edge so that edges cannot cause overlapping intersections with other geometry. If there are un-beveled edges along with beveled edges into a vertex, the bevel tries to slide along those edges when possible.

Turning the option off can lead to more even bevel widths. If a seam edge crosses a non-seam one and you bevel all of them, this option will maintain the expected propagation of seams. A miter is formed when two beveled edges meet at an angle. On the side where the angle is greater than degrees, if any, it is called an outer miter. This option specifies the pattern that Blender uses at an outer miter. Edges meet at a sharp point but in addition, two extra vertices are introduced near the point so that the edges and faces at the vertex may be less pinched together than what occurs in the Sharp case.

The Spread slider controls how far the new vertices are from the intersection.



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