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.
Support for rendering color gradients on mesh and/or slice preview
Posted
(edited)
· Support for rendering color gradients on mesh and/or slice preview
Hey, late reply but good news. What you want to do is exactly how Cura works behind the scenes. When adding a triangle (or quad, or line...), Cura uses setVertexColor() on each of its 3 vertices, but uses the same color so there's no gradient.
What you can do is first create your mesh with your primitives, and afterwards go vertex by vertex changing the color.
For example, I tested it on this cube I built for a project of mine. It's made up of 10x10x10 quads. Mind you, quads are actually just a pair of triangles:
Then I used this code to randomize the color of every vertex:
def PrepareMeshBuilder(self):
...
[Here goes code to add primitives (tris, quads...), calculate normals, etc.]
...
import random
for vIndex,_ in enumerate(self.mb.getVertices()):
r = random.randint(0, 255)
g = random.randint(0, 255)
b = random.randint(0, 255)
self.mb.setVertexColor(vIndex, Color(r, g, b, 255))
And got this:
Edit:
If I were you, I would override or create a custom addFace() method that took 3 colors instead of 1 and applied them directly. This way you could create your triangles and paint them at the same time.
Cura 5.7 is here and it brings a handy new workflow improvement when using Thingiverse and Cura together, as well as additional capabilities for Method series printers, and a powerful way of sharing print settings using new printer-agnostic project files! Read on to find out about all of these improvements and more.
S-Line Firmware 8.3.0 was released Nov. 20th on the "Latest" firmware branch.
(Sorry, was out of office when this released)
This update is for...
All UltiMaker S series
New features
Temperature status. During print preparation, the temperatures of the print cores and build plate will be shown on the display. This gives a better indication of the progress and remaining wait time. Save log files in paused state. It is now possible to save the printer's log files to USB if the currently active print job is paused. Previously, the Dump logs to USB option was only enabled if the printer was in idle state. Confirm print removal via Digital Factory. If the printer is connected to the Digital Factory, it is now possible to confirm the removal of a previous print job via the Digital Factory interface. This is useful in situations where the build plate is clear, but the operator forgot to select Confirm removal on the printer’s display. Visit this page for more information about this feature.
Recommended Posts
Tyronnosaurus 7
Hey, late reply but good news. What you want to do is exactly how Cura works behind the scenes. When adding a triangle (or quad, or line...), Cura uses setVertexColor() on each of its 3 vertices, but uses the same color so there's no gradient.
What you can do is first create your mesh with your primitives, and afterwards go vertex by vertex changing the color.
For example, I tested it on this cube I built for a project of mine. It's made up of 10x10x10 quads. Mind you, quads are actually just a pair of triangles:
Then I used this code to randomize the color of every vertex:
And got this:
Edit:
If I were you, I would override or create a custom addFace() method that took 3 colors instead of 1 and applied them directly. This way you could create your triangles and paint them at the same time.
Link to post
Share on other sites
odd08 0
This is great! Thank you.
Link to post
Share on other sites