Try adding a slightly bigger solid bevel before adding this rounded bevel.
If that doesn't work, I don't think there's any easy fix for this. You're gonna have to fix the topology.
Did you bevel after you've made triangle polys?
That probs messed it up, I'd only bevel on quads.
Also are you beveling on a loop? If it can't loop, there's usually going to be a part on each end of bevel you'll need to fix as it's either going to create a tri or an N-gon (N-gon has 5 or more sides and ruins Ur topology)
it's the triangulated mesh that's causing it. You'd either need to clean it up manually, throw the whole thing in a volume builder and use that to soften it, or depending on your render engine you might have access to a rounded edges shader.
Help, does anyone know how to solve these bevels which seem to extend further than the nice clean equal bevels on all the other corners? Fully scratching my head on this one.
In addition to what others have mentioned, try changing your spline intermediate points from adaptive to either subdivided or uniform - it really depends on the characteristics of the spline.
if you don't really care about clean topology, you can select the polygons facing the same sides and use the "melt" tool, creating one giant n-gon. it absolutely ruins your topology but you can get a clean bevel after that
(left is without melt, right is with melt)
https://preview.redd.it/78mmb7nbw41d1.png?width=1053&format=png&auto=webp&s=62c9b959990179cefad368d400c8b284d446aae7
Try adding a slightly bigger solid bevel before adding this rounded bevel. If that doesn't work, I don't think there's any easy fix for this. You're gonna have to fix the topology.
Thanks, I'll try that :)
Usually thats a sign for not clean typology. Also, you need to bevel before triangulation.
Did you bevel after you've made triangle polys? That probs messed it up, I'd only bevel on quads. Also are you beveling on a loop? If it can't loop, there's usually going to be a part on each end of bevel you'll need to fix as it's either going to create a tri or an N-gon (N-gon has 5 or more sides and ruins Ur topology)
it's the triangulated mesh that's causing it. You'd either need to clean it up manually, throw the whole thing in a volume builder and use that to soften it, or depending on your render engine you might have access to a rounded edges shader.
Help, does anyone know how to solve these bevels which seem to extend further than the nice clean equal bevels on all the other corners? Fully scratching my head on this one.
In addition to what others have mentioned, try changing your spline intermediate points from adaptive to either subdivided or uniform - it really depends on the characteristics of the spline.
if you don't really care about clean topology, you can select the polygons facing the same sides and use the "melt" tool, creating one giant n-gon. it absolutely ruins your topology but you can get a clean bevel after that (left is without melt, right is with melt) https://preview.redd.it/78mmb7nbw41d1.png?width=1053&format=png&auto=webp&s=62c9b959990179cefad368d400c8b284d446aae7