![]() ![]() An excellent method is MeshLab's "Iso Parameterization" filter, followed by "Isometric parameterization: Build Atlased Mesh".īake textures from object #1 to object #2Ĭopy texture colors from the original (merged) model to the unified mesh using MeshLab's "Transfer Vertex Attributes to Texture (between 2 meshes)" filter. Note that this step will drop all texture information, it will be geometry only.Ĭreate UV texture coordinates ("parameterization" in MeshLab parlance) for object #2. The end goal is a single connected "component" (object #2). If you want a watertight model then using "Poisson Surface Reconstruction" on object #1 would be a good starting place. The best way to accomplish this will depend on your source data. MeshLab is an option for you to edit STL. Export combined model (object #1).Ĭombine individual disconnected meshes into a unified whole. Gmsh is a 3D finite element grid generator with a build-in CAD engine and post-processor. However, further 3D modeling is required to create a base, ground layer, or support platform for the object before a printable code can be generated by the Replicator-G software used by the MakerBot. This workflow primarily uses MeshLab (as this is the MeshLab forum), however some steps could be accomplished in Blender instead.Īlign and merge models (what you requested above):ī. stl file for 3D printing with the MakerBot. I haven't verified this yet if you have some sample files you could share I try it out (it's on my to-do list anyway). The most general strategy is to transform a surface mesh in a low resolution mesh that is as close as possible to the original mesh but encompasses a significantly lower. The current vertex count can be viewed in the bottom right (purple window). Because this is a percentage, it’s helpful to begin with a larger value to be preserved (e.g. Several strategies are used to cope with the related bandwidth problems. Adjust the Percentage reduction parameter to simplify the mesh. The method is trying to save all the 2020. For web-based surface rendering, the size of surface models is crucial. Regarding your desire to create a single unified model with a single texture, below is a potential workflow for this. Then go to File/Open as new layer and select the next two mesh files. You should then be able to export each model, import each into Blender, and then select and join them into a single model. Blender and MeshLab compliment each other nicely if I can't figure out how to accomplish something in one I can usually do so in the other.Īfter aligning the models in MeshLab, you should be able to "freeze the matrix" for all layers, which permanently applies the transformations. ![]()
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