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I ran across this on Reddit yesterday. its quite interesting what he has to say on the system after doing some testing. It also shines some ugly light on how (why?) Bambu's using their weird engineering to create and then fix problems. Since the 'wiper' is there, they must have known about the problem, since they put a half-baked solution in there.
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Interesting. Tiny tool paths!
Ed Street
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Dec 26, 2025, 6:19:21 PM (2 days ago) Dec 26
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Yes indeed. If memory serves me correctly, that was one of the topics on the podcast recently-ish. Not sure which episode, but it was mentioned, and that pre-dates the H2C as well.
3D Printing Tips and Tricks
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Dec 26, 2025, 9:48:32 PM (2 days ago) Dec 26
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Tiny toolpaths… I.e. when the extruder leaves just a tiny amount of material before a material change… is an inherent problem for multi materials-FDM. It seems the approach Bambu has taken has added a few more critical failure points besides those already known that are related to pressure within the nozzle.
3D Printing Tips and Tricks
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Dec 27, 2025, 12:55:08 AM (2 days ago) Dec 27
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How were the patterns made on the outer surface? Were they painted using the paint tool? I would love to try this on the XL.
Ed Street
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Dec 27, 2025, 6:48:13 AM (2 days ago) Dec 27
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In the modeling app, create a sketch of the pattern, then project it onto the destination object, extrude the projection by 0.01mm (enough for the slicer to recognize the texture), then in the slicer, paint the extruded areas.
Ed Street
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Dec 27, 2025, 6:54:27 AM (2 days ago) Dec 27
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The way he did it was this. It was still a sketch projection, just Blender's messed-up way of doing it.
It was quite a learning process. In brief terms, limit the color first of your artwork in photoshop to the colors you plan to print with. I had to edit it a lot by hand to get it to look right. Then in blender with your model, UV unwrap and apply your image and texture to your object. Make sure there is enough triangles on where the texture and image are being applied so it doesn't look terrible when you apply it as a vertex color or displacement map. Bake the color into your geometry as vertex colors. Bake the displacement map by applying a displace modifier. Export as an OBJ keeping the colors. Import to bambu studio and watch as the colors you limited in photoshop get messed up anyways and assign the best you can. Then print and watch it eat up your PTFE tubes.