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al65

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  1. Hi all, as said in another thread, I think it would be a great feature to be able to disable the parallel processing to get back the "old" slicing quality of cura <=2.4. However, what about doing the parallel processing not layer-wise but blocks-of-layers wise? For example, one could assign layers 1..20 to thread 1, 21..40 to thread 2, etc. Within each block-of-layers the slicer could make use of starting a new layer at where the last one ended, and only after every 20 layers it would have to start at a possibly suboptimal position. BTW, one more great option would be to have a "don't care" for print order, but just print shell, infill, holes, etc in any order just to avoid travels. For more technical objects, such as mounts, ducts, gears, etc, surface is not the most important thing so they may profit from such an option. Stupid idea? Best regards, Andre
  2. Hi all, thanks for all the feedback, but still, here is how it looks like in 2.4. There is no travel move at all within the cavity, which is clearly preferable for some objects, especially if you cannot access the cavity in the final object. I would be happy to trade in the speed of slicing for the multi-thread-thing against this. BTW, could one do the multi-thread block-wise, that means, in a 100 layer object, assign layer 0..24 to thread 1, 25..50 to thread 2, etc. The undesired travel move would then only occur every 25 layers. best regards, Andre
  3. Hi there, project file for Cura 3.3 (I think 3.3.3 is just the same is attached! ella_oc_a015R.curaproject.3mf.curaproject.3mf
  4. Well, it is not actually "failing". However, look at this ocarina from Thingiverse: It is quite desirable to have no stringing in the cavity, which is absolutely possible with CURA 2.4 via the "coasting" and z-seam settings. CURA 3.3, however, needs travel moves as indicated in the image. Another thing is that on layers that consist of two islands (like some layers in the above model) are printed quite efficiently with CURA 2.4 because it basically prints 2 layers on each island before traveling to the other island. CURA 3.3 prints complete layers, which in the case of 2 islands needs twice the travel moves. Best regards, Andre
  5. Hi all, I seem to have issues with any Cura higher than 2.4. - The z-seam "shortest" does no longer start where the previous layer stopped. I understand this is because of the multi-thread-slicer, but for prints with mandatory cavities, this can be a pain. Example: The Ocarina (there are several ones) from thingiverse. It would be GREAT to have the option to switch back to the old behaviour. At least, it would be nice to have "coasting" on layer switch. - Graphics: I have issues on my Win7, Gforce230, 1920x1200 PC. Resizing, opening settings visibility, or just switching to layer mode and back. minimizing the window and popping it up again restores it. Disabling the "shader cache" seems to help a bit. Best regards, Andre
  6. Hi all, If there are a number of domes or holes, I think older cura versions printed their walls (inner & outer) one by one before traveling to the next hole / dome. Not really sure on this. But 2.6.2 seems to print all hole's / dome's inner walls, then all outer walls, (or vice versa if configured so), then every item's infill, causing quite some traveling. This may makes sense for bigger areas (say, more than a cm2). It would be a cool feature, for small holes or domes, to print both walls (maybe at the outer wall speed) and do the complete wall of such things, preferably also the infill for domes, before traveling to the next one. Or am I missing some setting? Thanks, Andre
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