<InPhase>
Av8r: Yeah. I'm sometimes too perfectionist about how code should look before I push it onto github, but it's good to fight against that instinct. Particularly for something with UI features, early feedback is super helpful. Different people will tend to poke a UI differently, and interpret it differently, so useful info tends to come back with that.
<InPhase>
More than once I've released a UI and got useful feedback before it even did anything when you tried to interact with it. ;)
<linext>
i designed some leatherman thumb tabs using openscad
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<Petar>
hi everybody
<Petar>
I've recently found my way to openscad because I have built a small CNC router and I am in the process of trying to figure out how to convert STL into layers of SVG files that can be used to cut out model in 1cm thick layers of foam
<InPhase>
Welcome.
<InPhase>
You could certainly achieve the task with openscad, particularly if you know how to do a little bash or python scripting to wrap up command line usage of openscad.
<Friithian>
it's going to be hell to find and/or get working, but there's a standaloen program called slicer for fusion 360 which does this exact task
<InPhase>
Petar: Some CNC tasks are actually quite challenging starting with OpenSCAD as a base, but slicing up an STL into svg files is pretty straightforward.
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<HimeHaieto>
funny, I found my way to openscad for professional sheet metal work - creating designs to send to a cnc manufacturer for production
<HimeHaieto>
seems like most people use it more for 3d printing
<Petar>
ok, I feel like I'm sold.. slicer for fusion 360 looks like it has great UI that can do some really awesome things, but downloading no longer available software that is likely going to be buggy just sounds like recipe for bad time.. if openscad can do the basic job reliably, then I'm happy to give it a try
<Friithian>
it's a really good piece of entirely abandoned software :D
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<guso78>
linext, great idea. unfortunatly i dont own a leathermen
<guso78>
how much infill do you use? suppose the leathermean is by far more rigid than the plastic handle.
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<Scopeuk>
HimeHaieto interesting, how do you find the 2d stuff in openscad? it's one of the areas I've used least
<HimeHaieto>
scopeuk: a bit awkward, like a number of other things tbh
<HimeHaieto>
even more so when I have to deal with sheet metal manufacturing realities that aren't purely expressable via 2d like bends
<HimeHaieto>
mixing 2d design and cutouts with rotate extrusions to join linear extrusions of different parts of the same sheets can feel a bit unnatural I suppose
<HimeHaieto>
I've often found myself just designing 2d parts in 3d (ie everything is cubes of the same metal_thickness instead of linearly extruded squares) to make it feel a bit less off, but that just makes a new level of awkward
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<HimeHaieto>
oh, also handling notches can be especially annoying and I've yet to see any particularly nice way around it
<guso78>
I just noticed the latest Issue with the convexity.
<guso78>
For me convexis the opposite of concave. i'd like to understand the meaning of convexity as an integer number, to understand if there is a method to get the minimal required convexity number, why its important to know and how its finally used in rendering.
<guso78>
knowing openscad for many years now, i still dont know its meaning
<Scopeuk>
guso78 I believe it is defined as the maximum number of times a ray passing through the object would be able to cross the object boundary
<guso78>
very clear. you set the value as low as possible for performance reasons, if you set it too low, rendering might be wrong, am i right ?
<Scopeuk>
that is my understanding
<guso78>
Thx
<InPhase>
Display only.
<guso78>
Proably opencsg only
<guso78>
teepee, i know that you did " Rebased onto master to get the unrelated test case changes out of the PR."
<guso78>
i am just wondering about the effect, if the python-support is based on master NOW, where was it based before ?
<teepee>
I did not do that yet. It's always somehow based on master, "rebased" here would specifically mean based on the latest commit of master
<teepee>
yes, convexity is a opencsg related only and technically represents the number of redraws for a primitive
<teepee>
if it stops drawing too early in (screen) Z order it may leave "holes"
<teepee>
IIRC it only relates to the SCS algorithm
<guso78>
After all the algorithm of opencsg is very clever to use OpenGL and Z-buffer to display 3D objects fast with the power of the graphics card(without the computer power to render it first)
<teepee>
yeah, switching to goldfeather at least does not show any issue with the example from the FAQ
<teepee>
https://www.opencsg.org/publications.html -> Both techniques optimize various CSG rendering algorithms, namely the Goldfeather and the layered Goldfeather algorithm, and the Sequenced-Convex-Subtraction (SCS) algorithm.
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<guso78>
very nice literature. I feel like reading this sometime in the evening.
<guso78>
teepee, could you "rebase" python-support branch again (to the/with the master) . i hope, that all/most of the "not understood" files/artefacts will be gone.
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<teepee>
yep
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<JordanBrown[m]>
It is necessary to set convexity high enough to avoid artifacts, but there is little penalty to setting it too high.
<JordanBrown[m]>
It takes a remarkably complex model to get perceptible differences.
<JordanBrown[m]>
As soon as I need to set it to more than 1, I set it to 10.
<InPhase>
lf94: And for your next trick, I'd like you to rotate by 10 degrees 36 times.
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<lf94>
J23: is that performant for you? i would love to hear "yes"
<lf94>
InPhase: lol
<InPhase>
lf94: If you can't immediately visualize the result, your box will necessarily break into thin slivers at the first rotation, and then the slivers will need to break further at each rotation, and eventually you'll get something like cellular automata representations (unless you routinely compactify again). But either way, you'll end up with a resulting box after the complete 360 degrees worth of
<InPhase>
rotation that has super jagged edges which end up on the size scale of your smallest working box, and potentially sticking out by quite a few box widths at various points.
<J23>
lf94 rendering was faster than thinking about how to create that surface as polyhedron
<lf94>
fair :)
<lf94>
what's the render speed on your machine?
<InPhase>
lf94: So yes, maybe that's good in some cases! :) But... Some not at all.
<lf94>
or preview
<lf94>
InPhase: I'm just really tired of being stuck in code cad limbo.
<lf94>
really tired
<lf94>
I want to dedicate my life to one of these
<InPhase>
lf94: I've spent a good bit of mental effort myself trying to think of other modalities. I've learned that I'm better at finding problems with them than solutions so far.
<lf94>
openscad is the only thing I come back to
<lf94>
because it has a real community
<lf94>
my biggest gripe with openscad is it uses cgal.
<lf94>
if we could come together and replace this...
<lf94>
that little black matter in my head would evaporate
<InPhase>
I give a fairness to CGAL in that it solves hard problems. While we recognize its limitations, there are ultimately reasons why it has been so hard to swap out.
<J23>
lf94 you can try yourself https://bpa.st/6R5UA took me 6sec to preview .. while view is smooth
<InPhase>
J23: Aesthetically pleasing.
<lf94>
like if boolean operations have to align with some sort of grid... cutting out boxes and making smaller boxes... I think something simpler could be made
<lf94>
but of course you couldn't use it for anything else other than 3d printing
<lf94>
which I guess sucks
<InPhase>
J23: The output.... Not the source code. ;)
<InPhase>
J23: Your artistic sense only goes to model results. ;)
<J23>
ÜÜÜ
<J23>
and i have to agree (regarding the source code)
<J23>
this is write and never touch again code .. nobody should have to read this not even myself
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