David methodically selected every face that was flipped and had Netfabb fix them. Who knows if he just missed a flipped face somewhere or if it was something else, but his slicer was not able to process the model correctly. I suggested that we fix it with brute force, that is convert the model into a voxel grid and then convert it back into a mesh. The result would be a nice, manifold, 3D model for printing. If you're familiar with the difference between a vector graphic and a raster image, you can make a decent 3D comparison with an STL file vs a voxel grid. An STL file has a set of points and faces, which represent a 3D shape using equations similar to how a vector graphic can represent 2D shapes. A voxel grid is a set of data points laid out in a 3D grid, similar to how a raster image (a JPG for example) is a set of pixels laid out in a 2D grid.
Now let's talk about why I consider this the "brute force" method. Turning a mesh into a voxel format (or a volume format), is a very computationally intensive operation, especially if you want to maintain a high level of detail. This voxel grid contained 4,643,803 active voxels. Luckily, OpenVDB is a sparse volume format, which means it only stores data in active voxels rather than storing every voxel in a given bounding box. Had we used a dense volume format, this model would have taken up 461 x 408 x 648 = 121,881,024 voxels. Even so, the resulting VDB file was 21MB on disk (stl_boolean doesn't actually provide this, but I wanted the actual vdb file so I could take a screenshot of the voxel representation above). The original model file was a measly 1.2MB, so we're already at about a 20x size increase. That's just the size of the VDB, though. Once converted back to a mesh, the resulting file was a whooping 106MB, with 2,220,856 triangles. Now, that's without any post processing of the mesh, and with a voxel size that small, there's going to be a ton of vertices that we don't need. I brought it into Blender:
Perhaps most notably, it was shown that when working with structures containing beams that were aligned with the load axis, the application of a higher load was necessary to shorten these. Once the beams had buckled and stability was lost, a measurable decrease in force was observed. This was found to be especially the case for a grid topology, which exhibited the highest maximum force and a steep reduction.
I had left SketchUp trying to import the STL for at least 20 minutes before I force quit, so 15 seconds is certainly an improvement! Will the rest of the world get to use your converter? What was the file size of the SKP?
However, I did download the two stls, and both load fine for me. However, one grabbed 3 GB and the other one 5 GB of memory on my system (6 core I5, 24 GB memory). I must say I've never paid any attention to how much memory Prusaslicer needs but I guess these are unusually high numbers. It took them a couple of minutes to get sliced. I don't know where you got the files from but maybe you can get version rendered with lower complexity. Also, both files have a pretty high number of errors. I tried to run them through netfabb but got an "out of memory" error.
I agree on the post processing and support removal, its really a chore that I dislike as well, but the power bandsaw makes it somewhat easier. You can cut off the raft and then work through other areas of the supports. I have found (while cutting off the raft) that when the supports are an inch or more in length, they generally stay in place on the part and have to be manually removed (but this is now much quicker and easier without the raft). Conversely, when they are an inch or less, the force of the moving bandsaw blade often breaks them off the part, but this can pit the part surface. You can avoid this by manually cutting the shorter supports or supports on delicate portions of part prior to using the bandsaw.
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I have remove and re-install monoFramework 4.0.4.4, use different versions of Zsuite but, the program stops at the serie number box and I can't tap my serie number. I can't do anything else and I must force to quit the program.
Microsoft announced last June they were partnering with netfabb to simplify 3d printing. The move made sense, as netfabb is a valuable tool that is easy to use. Netfabb giving Microsoft the burden of server maintenance for the cloud tools saves netfabb time and money. But by ceding control, netfabb has allowed Microsoft to tarnish the service quality.
I am struggling to "repair" this crummy mesh that I did a slop job of modeling. The thing is, I don't need it to be a great model, I just need it to 3D print properly. Is there a trick out there to get "bad open meshes" to force close? I tried weaverbird-ing my way out of it, but that didn't work (still produced invalid meshes). Theres got to be a rhino 7 workflow for getting crap meshes rebuilt in sub-d and closed properly. Quad-mesh seems to run super slow when I try this.
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