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I was racking my brain trying to figure out what settings you could possibly want to modify per color. I think there's an existing feature that may be able to do what you want: Add Modifier. Select the object to which you want to add a modifier. In your example, it would be the head of the duck. Right click your object, and go to "Add Modifier." Then, select the primitive shape that best approximates the volume you wish to modify. Use the move/rotate/scale transformations to place the modifier where it will surround the volume you wish to modify. (If you want to modify the entire duck head with fuzzy skin, you can use any primitive as long as you make it big enough to surround the model and not intersect any other model.) Finally, with the modifier selected, change the parameters in the menu on the left that you wish to apply to the volume within the modifier. When you de-select the modifier, the settings will apply once again to global (or the object tree). In fact, you should see the modifier in the object tree (although I wish it labeled it as a modifier and indented further to indicate hierarchy). This will allow you to apply slicer modifications to individual models or even parts of models. I hope this helps. Happy modifying! |
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@hexsmith This does actually technically work, but is still very finnicky. The parts of the model I want modified need to either be shaped in a way I can easily encompass with a primitive shape, or I need to already have an STL object in the perfect, correct shape to import, which would require me to have prepared that object beforehand and will not always be possible to be manifold. It might suffice for my current print, but being able to apply such modifiers to each different colour in a print would be significantly more convenient, and intuitive too, because like I said, differently coloured regions can be expected to also be otherwise distinct from the rest of the model and perhaps require different print settings. Other purposes I can think of other than fuzzy skin would be, for example, different infill densities to create weighted objects, or manual support structures that could be made much more optimal for the model this way. |
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Unless I'm mistaken, currently, the print settings always apply to an entire object, even if it's multicoloured. The painting-function is a great way to easily make a print multicolour because you don't need to go through the hoops of exporting multiple still functional models and arrange them, but this way you'll only have imported one single model, and can only apply one set of settings to it. It would be fantastic to be able to apply different settings for different colours because you can expect differently coloured areas to have different functions in a model.
As a simple example: I'm printing a duck head with a wall mount. The print is easily printed without supports, and the three different main sections - the mount, the head and the eyes - are easily paintable with the Fill function. I'll want the head to use Fuzzy Skin, but it would be unnecessary for the wall mount, and weird for the eyes. I could even make it four sections, making the bill (beak) the fourth, and in that case, fuzzy skin would be weird for it too.
I apologize if this is already possible; in that case, I'd appreciate an explanation!
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