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.
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!
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
Great tutorial, very interesting. My process is slightly different, what you do in Incendia EX and Sculptris, I do it directly in Meshlab, but I'll try your suggestions.
My experience is that in order to get a printable and detailed object, finding the right combination between the voxel size, the DE stop and the smoothing and quad decimation is a complex art. Especially because for fractals you want to have fine details while enforcing the thin wall rule at the same time: finding the optimum balance needs a lot of tries and experimentation.
I have a question about Fiji if you allow me: in the triangulate window, what is exactly the effect of the threshold parameter? Why do you set it to 0? And why do export the red channel only?
Thank for your comment In Fiji i think the threshold parameter is to set a limitation when you use a resampling factor bigger than 1 but i'm not sure. I saved only the red channel because the raw voxels are in black and white and when you convert BW to RGB you just need the red channel. I used Incendia to obtain a fully filled mesh without internal empty spaces because MB3D dont create fully filled object, the filled mesh are really most resistant. Sculptris is useful to smooth only the wanted place in the mesh and keep the original borders.