The easiest way to reduce the vertex count on a model is probably to use the Decimate modifier. Basically it tries to simplify a mesh, without loosing too much detail. There are also multiple modes, for finer control, but the default one should do for most cases.
What you need to do is, with your object selected, to go to the modifier tab of the Properties ...
The STL exporter doesn't take Scene Scale into account. Import your STL back into Blender (it will have the same size) and drag Scene Scale up back to 1.0, and you'll see how the cube grows relative to the grid.
1 Blender unit equals 1m, but STL seems to assume 1 unit as 1cm.
If you want 1 unit to be 1mm, set Scale on STL export to 0.1 and Scene Scale to 0....
You may do it by beveling the Ico Sphere and using the Solidify and Edge Split modifiers.
Add an Ico Sphere with 3 subdivisions.
Enable face selection mode, press A in Edit Mode to select the whole mesh. Now press Ctrl+B and drag the mouse outwards to bevel it. Select one of the hexagons, go to Select-->Select Similar-->Polygon Sides. Delete selected ...
Inside Blender, 1 Blender Unit equals 1 meter, however, when importing, the software you are using could perceive arbitrary units as being equal to something other than 1 meter.
There are a couple of ways to solve this problem:
1. Change the Scene's scale factor
To do so, go to the Properties panel, then under the Scene tab, find the Units subsection and ...
One obvious advantage is that Blender has a bundled addon called 3D Printing Toolbox which lets you easily check for errors like non-manifold edges, faces too small to be accurately printed, overhangs, intersections; and measure statistics like area, volume, dimensions.
Go to File > User Preferences > Addons, type 3d print and check the 3D Printing ...
Most popular =/= best nor most used (which seems implied by this statistic). Statistics is a tool that I can use to show you any result I want by carefully picking the categories.
Paid software does have better tools and is much faster (volumetric booleans, highpoly performance, etc..), so why didn't it win in popularity?
Know-how in paid-software ...
Here is Modifier version you asked for ...
... add a Circle 6 sided, extrude E, scale S - to create a segment with a hole
Array - use two of them to create like "rhombus" shape
Mirror X and Y - mirroring does some parts overlapping, but no problem ...
Weld is used to merge double vertices
Big thanks and credit goes to @Robin Betts. He added two ...
Here are some updates to the script https://github.com/vvoovv/blender-geo/blob/master/io_import_scene_osm.py
Extruded buildings based on building:levels using a level_height setting in import. Also added a scale setting.
Result So far.
Haven't done much with roofs yet.
Till I add it into ...
Go to material, and activate "use nodes"
then on "color", click and select "image texture"
then at left of "open", click and select your texture then at right of "object mode" change viewport shading to "material" or "texture"
I don't know if this method will appeal to your precision requirement, but believe that, with care, the accuracy will be as good as that achieved by a boolean, especially if you take into account the topological anomalies that a boolean could introduce.
A (Edge Menu) subdivided fan-filled 6-sided circle automatically gives you a hexagonal grid. It is at this ...
AFAIK, CAD software and blender are not that different, especially for 3D printing. The main difference would be operation, and maybe some tools to make sure the object could be made with a mold. Just do some checks:
Make sure the geometry is watertight, commonly referred to as being manifold. You don’t want any holes!
Double check that all the normals are ...
Shortly after I posted the question, I got some help in real life (I did not know that was also a possiblity :) )
Apparently, STL's do not have a unit. However, the program interpretating the STL gives it units. In my case Cura and Netfabb both interpretate my STL as mm. This would explain why I always saw the same size (unitless). Because of this, I should ...
So this is my workflow:
First select the face you want to be the ground of the object, and create a custom Transform Orientation from the N panel:
Then select the new orientation and place 3D Cursor at the face center with ShiftS, Cursor to Selected. You could also move object center to the same place with ShiftCtrlAltC>Object to 3D Cursor.
Now add an ...
Hopefully this is captures the problem and a solution.
To create geometry for a fixure which can be lifted off a complex geometry like a spine, you can use a high resolution mesh and the shrinkwrap modifier. The resulting object should be 'water-tight' and able to be 3D printed.
Import the spine geometry.
Add a plane which will be ...
Update 25 January 2017
The OpenStreetMap importer for Blender has been completely rewritten.
Here is the link: https://github.com/vvoovv/blender-osm
A large number of roof shapes is supported: flat, gabled, hipped (for a quadrangle outline only), mono-pitched, half-hipped, round, pyramidal, gambrel, dome, onion and saltbox.
Below are some results of its ...
Well, it turns out I should have kept trying for another half hour before posting.
For anyone else with this problem, select all in edit mode, hit Alt+S to scale along normals, and then, while scaling, hold Alt or S to use something called Even Thickness to keep it from "bubbling" out.
I'll wait a while to mark this as my answer, in case someone ...
Zargul is correct about what is needed for the model. There is more to it than just making sure a model is manifold. A molded product must meet certain restrictions of not having deep recesses that may keep the product from releasing from the mold. Save out an STL file and send it to the mold manufacturer. They will be able to tell you if your model meets ...
There's not an easy way to convert a smoke simulation into a mesh; not in Blender at least. I would suggest a different tactic.
Instead of using the smoke simulator, use the fluid simulator. They both use the same basic algorithm. You'll need to toy with the inflow, gravity, and initial force settings. The main difference is that the fluid simulator doesn't ...
The tools you are asking about are quite simple, you can make loop cuts with CtrlR. Roll your mousewheel to create multiple cuts and use left click to confirm/right click to cancel.
Since Blender can handle ngons, if your shape is a flat hard surface, feel free to cut it. Activate the Knife took with K, click an edge as a starting point and then click ...
I know nothing about braille but this should be as simple as grabbing a suitable font and extruding it. I tried braille normal from fontspace. Once in Blender, add a Text object, edit it as needed and then navigate to the .ttf font file under Font, the Regular input should be enough.
One you are satisfied, you can edit the Extrude slider for the depth or ...
You could model this:
Establish Basic geometry, (mine is an extruded half round-cube) and reserve a highly-subdivided copy, you're going to shrinkwrap to it later
X Delete > Only Faces
Edge Menu > Subdivide
F refill the faces, and Face Menu > Poke them
Select one of the new vertices, and Shift G Select Similar > Number of Connecting Edges. ...
If your concerned about non-manifold edges then you plan to 3D print this model. In that case I would add some "material" to the edges being joined. By that I mean some solid printed material that will hold the pieces together rather than a flimsy paper thin join that can break easily.
Start by separating the joined edges. Add a small bevel CtrlB so that ...
Well, as you seem to have discovered, there is no shortage of possible ways to go about this.
Without going into too much detail, I would probably use a boolean modifier in this case. To do this:
Import your STL file (File > Import > STL)
Create an object roughly in the shape of the hole you'd like to create in the STL.
To do this:
Add a cube (⇧ ...
Ok. Actually, to model this blade, you have first to understand the underlying geometry. Its the intersection of 3 circles that make up that shape. In the following I will show you how to make that shape (with the hole) step by step.
0. go into Top Ortho by pressing Numpad 7
Create a circle with 30 vertices
Go into Edit Mode (press Tab) and make ...
You could try instancing for this.
Reduce the object to a profile
Parent the cutting shape, set instancing to Faces
Add the Screw modifier and adjust it to your needs.
Then just go Object > Apply > Make instances real and use Boolean...