ChamferBox

Use ChamferBox to create a box with beveled or rounded edges.

Examples of chamfered boxes

Procedures

To create a standard chamfered box:

  1. From the Create menu, choose Extended Primitives Chamfer Box.
  2. Drag the mouse to define the diagonal corners of the base of the chamfered box. (Press Ctrl to constrain the base to a square.)
  3. Release the mouse button, and then move the mouse vertically to define the height of the box. Click to set the height
  4. Move the mouse diagonally to define the width of the fillet, or chamfer (toward the upper left increases the width; toward the lower right decreases it).
  5. Click again to finish the chamfered box.

To create a cubic chamfered box:

  1. On the Creation Method rollout, click Cube.
  2. Beginning at the center of the cube, drag in a viewport to set all three dimensions simultaneously.
  3. Release the button, and move the mouse to set the fillet or chamfer.
  4. Click to create the object.

    You can change a cube's individual dimensions in the Parameters rollout.

Interface

Creation Method rollout

Cube

Forces length, width, and height to be equal. You can change a cube's individual dimensions in the Parameters rollout.

Box

Creates a standard chamfered box primitive from one corner to the diagonally opposite corner, with individual settings for length, width, and height.

Parameters rollout

Length, Width, Height

Sets the corresponding dimensions of the chamfered box.

Fillet

Slices off the edges of the chamfered box. Higher values result in a more refined fillet on the edges of the chamfered box.

Length, Width, Height Segs

Sets the number of divisions along the corresponding axis.

Fillet Segs

Sets the number of segments in the filleted edges of the box. Adding fillet segments increases the edge roundness.

Smooth

Blends the display of the faces of the chamfered box, creating a smooth appearance in rendered views.

Generate Mapping Coords

Generates coordinates for applying mapped materials to the chamfered box. Default=on.

Real-World Map Size

Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found in the applied material's Coordinates rollout. Default=off.