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Thin wall generation inconsistent across Z-levels - wedge example #2800

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BurninSun opened this Issue Apr 25, 2015 · 2 comments

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I've been having issues with thin wall generation and I've boiled it down to a relatively simple example - a wedge. The model should generate consistent gcode across all Z-levels but the thin walls at the tip of the wedge are seemingly random. With thin walls disabled, the model slices exactly how I expect - down to a minimum of 2 perimeter lines then ignoring the thin part of the tip.

Picture with 1000 words (Slic3r 1.1.7):
wedge gcode preview 1.1.7

Slic3r settings: http://pastebin.com/v3ubs9Fy
STL file: http://pastebin.com/Q7DqVUx0
Generated gcode: http://pastebin.com/672rUpGp

Version 1.2.6 produces notably different but still "random" results:
wedge gcode preview 1 2 6

alexrj added a commit that referenced this issue May 13, 2015

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alexrj May 13, 2015

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Thank you for the report! This is now fixed, and I think this commit also fixes some other issues that were reported here in GitHub.

schermata 2015-05-13 alle 20 49 34

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alexrj commented May 13, 2015

Thank you for the report! This is now fixed, and I think this commit also fixes some other issues that were reported here in GitHub.

schermata 2015-05-13 alle 20 49 34

@alexrj alexrj closed this May 13, 2015

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BurninSun May 14, 2015

Thank you very much. While this did fix one of the major issues I had, it also created a few more (or at least somewhere between 1.2.6 and now created a few more issues). More reports to follow :)

Thank you very much. While this did fix one of the major issues I had, it also created a few more (or at least somewhere between 1.2.6 and now created a few more issues). More reports to follow :)

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