Adding height range modifier ignores horizontal shells?
 
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Kenour
(@kenour)
Estimable Member
Adding height range modifier ignores horizontal shells?

Hey All,

Is this behaviour expected?

I'm re-slicing my models in 2.3 to take advantage of ironing. I've come across a weird behaviour when I reduce the top layer perimeters to 1 (improves the look of ironing), it removes the solid layers below it.

I've uploaded the 3mf if anyone want's to have a look. If you remove the height range modifier the expected horizontal shells return.

If anyone has any insight it would be appreciated.

Thanks!

Posted : 17/01/2021 12:36 am
Kenour
(@kenour)
Estimable Member
Topic starter answered:
RE: Adding height range modifier ignores horizontal shells?

Take 2...

Attachment removed
Posted : 17/01/2021 12:36 am
Kenour
(@kenour)
Estimable Member
Topic starter answered:
RE: Adding height range modifier ignores horizontal shells?

Anyone? Easily replicable issue, am I just doing something out of order?

Posted : 20/01/2021 12:38 am
fe60
 fe60
(@fe60)
Active Member
RE: Adding height range modifier ignores horizontal shells?

Simple Box with a height of 10mm. Height modifier from 9.8mm to 10mm reducing number of perimeters to 1.

Works as expected for me.

 

Posted : 20/01/2021 7:21 am
fe60
 fe60
(@fe60)
Active Member
RE: Adding height range modifier ignores horizontal shells?

I was not allowed to edit the post above. So I slightly changed the gif-animation (just click on the picture).

Posted : 20/01/2021 7:41 am
Kenour
(@kenour)
Estimable Member
Topic starter answered:
RE: Adding height range modifier ignores horizontal shells?
Posted by: @fe60

Simple Box with a height of 10mm. Height modifier from 9.8mm to 10mm reducing number of perimeters to 1.

Works as expected for me.

 

If you set the first layer to 1 perimeter what does it do to the layers above it? When you have the solid bottom layers set to 5 say.

Posted : 20/01/2021 7:41 am
fe60
 fe60
(@fe60)
Active Member
RE: Adding height range modifier ignores horizontal shells?

Perimeter = 1 is set only for the range from 9.8 to 10mm. Unfortunately the first gif doesn't show the top layer, while the second does. Just click on the picture to see the layers below the top one.

Posted : 20/01/2021 7:45 am
Kenour liked
Kenour
(@kenour)
Estimable Member
Topic starter answered:
RE: Adding height range modifier ignores horizontal shells?

If you download the 3mf I uploaded, then delete the height range modifier, the top layers reappear. Wonder what else may be affecting it then!?

Posted : 20/01/2021 7:52 am
Kenour
(@kenour)
Estimable Member
Topic starter answered:
RE: Adding height range modifier ignores horizontal shells?

Driving me nuts, going to start with default settings, make the changes I usually do one by one until it happens! I love troubleshooting 😍 

Posted : 20/01/2021 7:57 am
Kenour
(@kenour)
Estimable Member
Topic starter answered:
RE: Adding height range modifier ignores horizontal shells?

Ugh, think I found it... Could you please uncheck 'ensure vertical shell thickness' and see what affect it has for you? 😕 

Posted : 20/01/2021 8:00 am
Kenour
(@kenour)
Estimable Member
Topic starter answered:
RE: Adding height range modifier ignores horizontal shells?

I'm having horrible flashbacks to my time as a software tester... I'm going to have a little panic attack now 😵 

Posted : 20/01/2021 8:00 am
Kenour
(@kenour)
Estimable Member
Topic starter answered:
RE: Adding height range modifier ignores horizontal shells?

Right... Now I figured out what was doing it, it's a known issue.

Ensure vertical shell thickness

This function solves one of the biggest issues of older slicers, and that is having holes between the perimeters on a slanted surface. This was typical when printing busts and other organic looking models. Such objects typically had a few holes on top of the head. With this function enabled, PrusaSlicer makes sure it lays down the needed (internal) supports for perimeters in an upcoming layer.

This feature is currently still affecting the G-code generation even when off and can produce unexpected G-code. This is a known issue and we are working on a fix.
Posted : 21/01/2021 12:16 am
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