UltiMaker uses functional, analytical and tracking cookies. Tracking cookies enhance your experience on our website and may also collect your personal data outside of Ultimaker websites. If you agree with the use of tracking cookies, click “I agree, continue browsing”. You can withdraw your consent at any time. If you do not consent with the use of tracking cookies, click “Refuse”. You can find more information about cookies on our Privacy and Cookie Policy page.
Not directly, but something like this can be done. It's a bit cumbersome though.
You can get the face-id of the face under a screen-position with SelectionPass.getFaceIdAtPosition, then work out the intended object, then get the normal from the/that mesh. (For example as happens in SelectionTool._pixelSelection)
As an alternative; if your plugin has it's own stage (like next to Prepare, Preview, Monitor) then I think it becomes an option to write your own RenderPass and shader to get the normal out that way.
if your plugin has it's own stage then I think it becomes an option to write your own RenderPass and shader
You don't need your own stage for that. The SupportEraser adds the picking pass to the Prepare and Preview pass, and OP's plugin could do the same. The problem though is that you can only get 8 bit RGBA values from the pass. Pickingpass uses a shader to encode a 24 bit "greyscale" value in the 3 R,G and B bytes. But for a normal vector, you would really want to have 3 16 bit floats. You could try to encode floats in ints, but you would still need 3 of them, and with a single renderpass you only get 4*8=32 bit maximum.
My still-in-development measuring plugin creates 3 passes to get a more accurate position than what the pickingpass affords. Perhaps OP can have another look there: https://github.com/fieldOfView/Cura-MeasureTool/
In this stable release, Cura 5.3 achieves yet another huge leap forward in 3D printing thanks to material interlocking! As well as introducing an expanded recommended print settings menu and lots of print quality improvements. Not to mention, a whole bunch of new printer profiles for non-UltiMaker printers!
The UltiMaker S7 is built on the success of the UltiMaker S5 and its design decisions were heavily based on feedback from customers.
So what’s new?
The obvious change is the S7’s height. It now includes an integrated Air Manager. This filters the exhaust air of every print and also improves build temperature stability. To further enclose the build chamber the S7 only has one magnetically latched door.
The build stack has also been completely redesigned. A PEI-coated flexible steel build plate makes a big difference to productivity. Not only do you not need tools to pop a printed part off. But we also don’t recommend using or adhesion structures for UltiMaker materials (except PC, because...it’s PC). Along with that, 4 pins and 25 magnets make it easy to replace the flex plate perfectly – even with one hand.
The re-engineered print head has an inductive sensor which reduces noise when probing the build plate. This effectively makes it much harder to not achieve a perfect first layer, improving overall print success. We also reversed the front fan direction (fewer plastic hairs, less maintenance), made the print core door magnets stronger, and add a sensor that helps avoid flooding.
The UltiMaker S7 also includes quality of life improvements:
Reliable bed tilt compensation (no more thumbscrews) 2.4 and 5 GHz Wi-Fi A 1080p camera (mounted higher for a better view) Compatibility with 280+ Marketplace materials Compatibility with S5 project files (no reslicing needed) And a whole lot more
Curious to see the S7 in action?
We’re hosting a free tech demo on February 7.
It will be live and you can ask any questions to our CTO, Miguel Calvo.
Register here for the Webinar
Are you a fan of tree support, but dislike the removal process and the amount of filament it uses? Then we would like to invite you to try this special release of UltiMaker Cura. Brought to you by our special community contributor @thomasrahm
We generated a special version of Cura 5.2 called 5.3.0 Alpha + Xmas. The only changes we introduced compared to UltiMaker Cura 5.2.1 are those which are needed for the new supports. So keep in mind, this is not a sneak peek for Cura 5.3 (there are some really cool new features coming up) but a spotlight release highlighting this new version of tree supports.
Recommended Posts
rburema 20
Not directly, but something like this can be done. It's a bit cumbersome though.
You can get the face-id of the face under a screen-position with SelectionPass.getFaceIdAtPosition, then work out the intended object, then get the normal from the/that mesh. (For example as happens in SelectionTool._pixelSelection)
As an alternative; if your plugin has it's own stage (like next to Prepare, Preview, Monitor) then I think it becomes an option to write your own RenderPass and shader to get the normal out that way.
Link to post
Share on other sites
ahoeben 1,763
You don't need your own stage for that. The SupportEraser adds the picking pass to the Prepare and Preview pass, and OP's plugin could do the same. The problem though is that you can only get 8 bit RGBA values from the pass. Pickingpass uses a shader to encode a 24 bit "greyscale" value in the 3 R,G and B bytes. But for a normal vector, you would really want to have 3 16 bit floats. You could try to encode floats in ints, but you would still need 3 of them, and with a single renderpass you only get 4*8=32 bit maximum.
My still-in-development measuring plugin creates 3 passes to get a more accurate position than what the pickingpass affords. Perhaps OP can have another look there: https://github.com/fieldOfView/Cura-MeasureTool/
Link to post
Share on other sites
ahoeben 1,763
Alternatively, you could look into using the picking that is provided by Trimesh:
https://trimsh.org/trimesh.ray.ray_triangle.html
Link to post
Share on other sites