We’ve continued to hone the volume sculpting code. We recently added the ability to have GyroidGradients. These gradients allow you to modify the gyroid properties along the object space. A real world of example of this would be in reducing the cost of a 3D printed item while maintaining its strength. In this first picture we have a structural member that’s completely solid. It’s volume is 2.63 cm^3 and it’s area is 14.16 cm^2.
In this second version we’ve intersected a Gyroid with the Box. This lowers the total volume while increasing the area. This version using an uniform gyroid has a volume of 0.32 cm^3 and an area of 20.90 cm^2. This is a great savings in costs and it looks cool. In fact with the greater surface area you’d find this object cools much more rapidly.
In the third version we’ve started to use the GyroidGradient. The gradient is set to double the frequency of the gyroid by the time it reaches the end of the object. Notice how both of the ends are more dense. You’d use this if you needed to strengthen the ends of the object while keeping the main member light. This object has a volume of 0.36 and an area of 25.95.
The last object has the frequency doubling at 1/4 the object size. In this case we’ve significantly strengthened the ends. The volume is 0.67 and
the area is a whooping 59.73. In terms of cooling capacity this object would shed heat considerably faster then the original object and it
weighs and costs about 1/4 of the original.
As we move into multiple material 3D printers you’ll be able to change individual voxel material properties as well. AbFab3D will give you
individual control of each voxel you print with.
All of these sculpting patterns can be found in the abfab3d.grid.op.VolumePatterns class. They also include new implementations of Lidinoid, Schwarz, Enneper, Scherk patterns.
In addition to new Volumetric space filling patterns we’ve been extending the symmetry engines. We’ve added a Plane and Sphere symmetry group that can be added to a GridMaker pipeline. See DevTestSliceWriter for some examples such as hyperBall. These two pictures show you the fun you can have with symmetry and voxel spaces. You can make some really cool objects with this type of system.
We’ve been getting some requests for more end-user level usage of AbFab3D. We’re considering adding a scripting language that could setup GridMaker pipelines. This would allow you to rapidly create 20-30 line programs that make really cool objects. Definitely pulling a card from OpenSCAD if we go down that front. If that interests you drop a comment so we know it’s desired.