I can’t believe you’re limiting me to 20-million triangles. Sheesh. If I need 20,000,001, what then?
EDIT: An observation: If you try to cram 20-million triangles on the usable bed of an XXL, each triangle would take up 0.00004805 sq inches.
I can’t believe you’re limiting me to 20-million triangles. Sheesh. If I need 20,000,001, what then?
EDIT: An observation: If you try to cram 20-million triangles on the usable bed of an XXL, each triangle would take up 0.00004805 sq inches.
You’re preaching to the choir here. I’ve been trying to tell people that their homemade MDF CNC machine will never resolve the difference in anything over 200k triangles or so for literally 15 years. (With significant pushback!)
In the defense of those that need a lot of triangles in CC Pro, they’re generally not making the files, they’re buying them from someone online. They either need to decimate the file in a third-party program or we make it work as-is. We got an 800MB STL file the other day that someone bought, which triggered the change.
Thanks for making a new version so quickly.
In testing it, the gCode created by Create is now fine, but the c2d file loaded directly into Carbide Motion still has the z0 command.
Grab 741 from Carbide Create Beta Downloads
What’s up with the reversals? One continuous ramp would essentially be “Hole Milling”
If you do it on a contour it maintains cut direction
Now the only problem is the direction is backwards. Climb cutting is where it’s at!
On a pocket, it does a zig-zag, so that each layer so that the start/endpoints of the pocket don’t change (which would require a retract and rapid to reposition). On closed contours, it can spiral down in one motion with no penalty.
Right now, there’s no specialization in pocketing to recognize a hole ( or a convex single contour, which would be a more generic shape that we could optimize) so you’re seeing the zig zag ramping. We may add a special case for this in the future, but it’s not in there now.
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