3d roughing missing large chunks to rough, causing finish pass problems

So I’m doing a terrain map of my state, up to 0.4" of material removed. I’m seeing that the rough pass only does removal in a binary sense, it’s removing up to 0.384" of material (I put this as the DOC, pulled from G-Wizard). I have the default stock to leave of 0.0197". How can I get the rough pass to pull more/most of the material off so that my 1/16" ballnose isn’t doing the majority of the work. If it were the 1/8", it might not be so bad, but the 1/16" ballnose only has 3/16" of cutting surface, so this causes the shaft to rub into the material as it’s making its way around the map/workpiece.

Is this a bug, unimplemented feature, or am I just plain doing it wrong?
terrain 01.c2d (2.1 MB)

Don’t skip sizes.

From 1/4" go down to 1/8", from there, you can get to 1/16"

It is like sanding. Skip grits and the higher grit takes longer and never equals the outcome of sanding in grit steps. 80, 120,180,220,300…

Starting at 80 and skipping to 220 will produce inferior results over stepping up granular steps.

Ok, now I’m curious. Do you do a rough 1/4, rough 1/8, finish 1/16, or some other order in there? If the option I just put there, how do you get the rough 1/8 to only hit the parts that were left by the 1/4 (a la rest machining)?

If there’s some documentation I should be reading, please let me know.

Only do one roughing toolpath, then 3D finishing toolpaths using smaller tools until one arrives at the desired level of detail.

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