Timeline for What is the most efficient way to finely "slice" layers though objects with python
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
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| Apr 14, 2021 at 17:38 | answer | added | batFINGER | timeline score: 3 | |
| Apr 14, 2021 at 7:33 | answer | added | David | timeline score: 1 | |
| Apr 13, 2021 at 13:56 | comment | added | David | When I ran the code to slice the original model into 0.1mm slices then repeated as 0.01mm slices the second recursion was well under 1 second (effectively the first slice indexes everything so the vertex count is much lower), so I think managing it that way is likely to work reasonably well. Successively halving the model is likely to be even faster. I will just need to map it back to the original vertices, but if I set the object origin to match the same world origin for original and sliced model and just move the slices to a different layer that shouldn't be too challanging either. | |
| Apr 13, 2021 at 13:38 | comment | added | batFINGER | Sped up the boolean slicer by replacing the apply modifier operator with evaluated mesh, and used FAST type in boolean modifier. Still goes horrible when a boolean goes horrible. If I understand last comment could use bisect akin to blender.stackexchange.com/questions/121119/… to instead make a series of edge rings.... re last comment maybe the case, can depend on how much faster the C code is than the python used to make more efficient. Any way best way to find out is get coding.. | |
| Apr 13, 2021 at 13:33 | comment | added | David | Thanks, I'll experiment a bit more. One of the sublinks: blender.stackexchange.com/questions/118884/… took 30sec to slice a model with 80k faces into ~700 slices, but fundamentally I only want the vertex loop of the edge it creates so I need an efficient way to not get the rest of the data. It should also be much more efficient to sort and index the bmesh along the normal of the slicing plane once beforehand so you only access the edges crossing the slice whereas I suspect bisect deals with them fresh every time. | |
| Apr 13, 2021 at 9:46 | comment | added | batFINGER | Related blender.stackexchange.com/questions/195053/… & a slicing and dicing script blender.stackexchange.com/a/133136/15543 Added first link since 100K slices, depending on model dimension, is going to both be slow, and push blenders tolerance. Creating 100K b&w renders may be a quicker way. | |
| Apr 13, 2021 at 9:45 | history | edited | David | CC BY-SA 4.0 | edited title |
| Apr 13, 2021 at 9:25 | history | edited | David | CC BY-SA 4.0 | added 168 characters in body |
| Apr 13, 2021 at 9:05 | history | asked | David | CC BY-SA 4.0 |