Can you suggest some starting formulas or parameters in MDB3D? I've been playing for an hour looking for shapes I think might be okay, but I'm getting lost in fractal world instead of finding something to just begin with
Excellent tutorial, it answered many questions for me!!
In meshlab, what is the urpose of using the "invert faces orientation"?
I have been exporting 2000 x 2000 x 2000 voxel exports from MB3D. When run through FIJI and Meshlab, I end up with a massive file. A recent export had 13 million faces and weighed in at a hefty 1.24 gig!! In Meshlab, I used the "Quadratic edge decimation", to reduce the face count and file size to an acceptable size, whilst still retaining good detail.
Hello, If you try to export with voxel into MB3D the limit to not cross is 1000x1000x1000 At the begening you may try with 500x500x500 to learn how to use Meshlab and Netfabb MB3D export mesh with inverted faces you may use Meshlab to fix it as explain in my tutorial For 3D printing the max polygones accepted is 1'000'000 and the file max 60 Mb You may find more info in my other tuto about voxel export Cheers, Nic
Thanks for your response. It is difficult to get a nice open community going on 3dprintwise.com but we are trying. We love Deviantart and visit it regularly. We see people sharing the interest in many cases.
Thank you for the great tutorial Nic! I followed pretty quickly your steps and came with something ready for 3D print. You can see the result here: fav.me/d6nsmud
woah cool, I'd love to try this someday. It always amazes me how fast this technology is evolving. What does the machine print on? I've only ever come across the ones that print on powder in layers in real life.
Wow. This is insane. I've been wanting to capture 3D fractals for a long time (all the way back to FRACTINT). And using software built to convert medical imaging data into voxels/mesh is brilliant. Obvious in retrospect . . . but not a connection I ever made. Your work is awesome!
Thank for your comment. I really appreciate what you do with, on the last tutorial your results was really impressive, your Incendia works are amazing.
I followed the instructions and I was able to have a final mesh (not printed) I have two questions: 1. if I put 400 in Z slice MB3D I produce 400 slices several black at the beginning and at the end of the stack. is that ok?
2. when I import in Meshlab the OBj saved in SCULPTRIS, I received this message ERROR DETAIL: some materials definitions were not found a default white material is used where no material was avaible
so I lost the colors that I put in SCULPTRIS it is normal or I made some error?
1. In voxels stack your must move your shape preview with X Y Z settings to put your mesh in the real 3D center. A lot of black slices mean that your size ratio is to small set it bigger, with a good centering you must have no black slices except the first and the last. 2. Sculptris is a sculpting tools only. Why do you need to import textures in Meshlab ? you cant do it and you dont need textures in Meshlab it's just for reparing your mesh(lab) . Textures must be added in your rendering engine only (KT) 3. you must also use Netfabb to fix mesh errors before use it
In meshlab, what is the urpose of using the "invert faces orientation"?
I have been exporting 2000 x 2000 x 2000 voxel exports from MB3D. When run through FIJI and Meshlab, I end up with a massive file. A recent export had 13 million faces and weighed in at a hefty 1.24 gig!! In Meshlab, I used the "Quadratic edge decimation", to reduce the face count and file size to an acceptable size, whilst still retaining good detail.
If you try to export with voxel into MB3D the limit to not cross is 1000x1000x1000
At the begening you may try with 500x500x500 to learn how to use Meshlab and Netfabb
MB3D export mesh with inverted faces you may use Meshlab to fix it as explain in my tutorial
For 3D printing the max polygones accepted is 1'000'000 and the file max 60 Mb
You may find more info in my other tuto about voxel export
Cheers, Nic
Many thanks for taking the time to reply to my questions, it really is most appreciated. Now I understand much more!
Thanks again,
Steve.
I followed pretty quickly your steps and came with something ready for 3D print.
You can see the result here: fav.me/d6nsmud
I have two questions:
1. if I put 400 in Z slice MB3D I produce 400 slices several black at the beginning and at the end of the stack. is that ok?
2. when I import in Meshlab the OBj saved in SCULPTRIS, I received this message
ERROR DETAIL:
some materials definitions were not found a default white material is used where no material was avaible
so I lost the colors that I put in SCULPTRIS
it is normal or I made some error?
after that I used KT to give a good rendering
thank for your attention
Marcello
2. Sculptris is a sculpting tools only. Why do you need to import textures in Meshlab ? you cant do it and you dont need textures in Meshlab it's just for reparing your mesh(lab) . Textures must be added in your rendering engine only (KT)
3. you must also use Netfabb to fix mesh errors before use it
Best regards, Nic