Quality issues after body splits

Quality issues after body splits

roughcrunch
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Message 1 of 6

Quality issues after body splits

roughcrunch
Participant
Participant

Hi everybody,

 

I'm trying to "cut" into a model two round shapes, and after body split the quality gets bad..

I'll add a picture with the issue I get..

 

Any ideas please ?

Thanks.

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Message 2 of 6

davebYYPCU
Consultant
Consultant

I suspect the external boundary spline/s in Sketch 2 (1st sketch)

Each Spline curve has way too many spline points, that transfer to uneven surface detail that offsetting makes worse.

 

Body > Display Detail Control - helps but does not fix it.

 

badsk.PNG

 

Might help.... 

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Message 3 of 6

roughcrunch
Participant
Participant

I've reduced the number of spline points, but the result is the same...😭

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Message 4 of 6

TrippyLighting
Consultant
Consultant

Still too many spline points and somewhat odd use of splines 😉

That, however is not the root cause of the issue you are seeing.

What you are seeing are viewport tesselation artifacts that are purely visual and have no effect n the actual quality of your model. 

Select the body in question in the browser, right-click and select display detail control. Change that from adaptive to fixed/high.


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Message 5 of 6

roughcrunch
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Participant


@TrippyLighting wrote:

Still too many spline points and somewhat odd use of splines 😉


No expert here 😔

 

What you are seeing are viewport tesselation artifacts that are purely visual and have no effect n the actual quality of your model. 


That is not true. See picture below

 

modell.png

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Message 6 of 6

TrippyLighting
Consultant
Consultant

Can you share with what settings you exported the object to a mesh?

What slicer are you using?

 

If you export this in real CAD geometry, e.g., a STEP format the geometry will be fine.

 

I was going to add "..unless you are going to 3D print the object" to my initial post, but then didn't.

Fusion uses the same code it uses to tessellate geometry for viewport display to tesselate geometry into a triangulated mesh for 3D printing, e.g. 

I believe this is what you are seeing.

 

 

 

 


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