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al65

Issues from V 2.5 on

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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

 

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The z-seam options have expanded somewhat in the last few releases - please install a recent Cura and have a play with the various z-seam options. If you still can't get it to do what you would like, please come back with a full description of what you want to achieve and how it's failing. Hope this helps.

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Well, it is not actually "failing".

However, look at this ocarina from Thingiverse:

image.thumb.png.2b52bf525d4745f0a5667de86d9c0b30.png

 

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

 

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Just printing one myself - using PETG, 0.3mm layers, retraction with z-hop, no combing (as it's PETG) - very little stringing observed.

 

BTW support blocker really useful for quickly zapping support as shown below, thanks again @ahoeben!

 

Screenshot_2018-05-08_12-00-49.thumb.png.cb7f4797bc1088d16a95260c953103f9.png

Edited by smartavionics
Praise the right Aldo!

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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

image.thumb.png.d55c770390159b1a72c62dfeb53516cf.png

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