1 (edited by ThatGuy 2013-06-07 11:41:40)

Topic: STL files not slicing, crashes, errors etc.

My Solidoodle 3 worked straight out of the box, I calibrated everything possible, and the prints are pretty decent.

The biggest issue I have been facing is things not slicing, or slicing but incorrectly (G-code doesn't look like the object model).
Models have been mainly from Thingiverse (just getting started and working out the bugs with good looking stuff). So I've run them through Netfabb to correct them. I found recently a file I created in Solidworks had errors also, so I had to correct that too. But they print eventually.

As I find more and more interesting things to print, the harder it is to get them to slice.
This one has done my head in. 2 days messing around, using the latest version of Sli3er, Netfabb, Solidworks, back and forth.
thingiverse.com/thing:90325

I managed to get it to slice at 0.3mm at a reduced size, but not at 0.1mm (it crashes), so I scaled it down to 50%, then it slices at 0.1mm (It's finally printing now).

Has anyone found similar issues slicing models? Does anyone have a sure fire way of getting models to slice, or a better software to slice with?

2

Re: STL files not slicing, crashes, errors etc.

http://www.netfabb.com/cloud/ Works better for me than the application.

E3D-v4 Hotend, MK5 carriage with round plastic wire conduit , 3/16" tempered glass,  Well nut, SureStepr SD8825 1/32 Extruder Driver, PowerEdge 2650 500W PS, QU-BD heated bed, circuit board fan, hinged plexiglass enclosure with plastic tray top. Other than that mostly stock SD3

3 (edited by ThatGuy 2013-06-07 01:56:05)

Re: STL files not slicing, crashes, errors etc.

Yeah, that's what I have been using, but I downloaded the free version to try out also (then saw that you couldn't export sliced models).
Even with the Netfabb cloud I seem to have issues with some models hmm With no errors, Sli3er still dies after an hour or so. I'm guessing if the file size is greater than 10Mb it has issues.

4

Re: STL files not slicing, crashes, errors etc.

Are you slicing on a slower machine? I've never had a slice go longer than maybe 5m tops. I think that was a rose and stem I was slicing at .1mm. Was going to take a ridiculous amount of time to print so I never did. I also don't recall a model that made it through Netfabb cloud and didn't work. They'll only send you the file back if it's processed in under 5m so that usually means it's not too messed up. Have you double checked the Slic3r settings? I've noticed bugs in there, i.e. if I use a % for first layer height it'll fail on error.

E3D-v4 Hotend, MK5 carriage with round plastic wire conduit , 3/16" tempered glass,  Well nut, SureStepr SD8825 1/32 Extruder Driver, PowerEdge 2650 500W PS, QU-BD heated bed, circuit board fan, hinged plexiglass enclosure with plastic tray top. Other than that mostly stock SD3

5

Re: STL files not slicing, crashes, errors etc.

This machine is running XP Laptop,

Dual core, 2.4 GHz, 3Gb of ram.

Here's the output from Repetier host;

14:06:53.109 : OpenGL version:2.1.2
14:06:53.109 : OpenGL extensions:GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
14:06:53.109 : OpenGL renderer:GeForce 9500M GS/PCI/SSE2
14:06:53.109 : Using fast VBOs for rendering is possible
14:07:46.734 : <Slic3r> => Processing triangulated mesh
14:12:17.156 : <Slic3r> => Generating perimeters
14:17:33.046 : <Slic3r> => Detecting solid surfaces
14:18:05.343 : <Slic3r> => Preparing infill surfaces
14:18:05.484 : <Slic3r> => Detect bridges
14:18:15.843 : <Slic3r> => Generating horizontal shells
14:18:21.109 : <Slic3r> => Combining infill
14:18:21.109 : <Slic3r> => Infilling layers
14:29:05.656 : <Slic3r> => Generating support material
14:47:49.296 : <Slic3r> This application has requested the Runtime to terminate it in an unusual way.
14:47:49.296 : <Slic3r> Please contact the application's support team for more information.
14:47:49.296 : <Slic3r> terminate called after throwing an instance of 'std::bad_alloc'
14:47:49.296 : <Slic3r>   what():  std::bad_alloc

6

Re: STL files not slicing, crashes, errors etc.

maybe check for an nvidia driver update? The software guys here might have a better idea.

SD3 w/ mods:
Glass bed with QU-BD heat pad upgrade, threadless ballscrew w/ 8mm smooth rod, spectra line belt replacement, lawsy MK5 extruder, Lawsy replacement carriage, E3D hotend, Ramps 1.4 w/ reprap discount controller, DRV8825 drivers, 12v 30A PS, Acrylic case, Overkill Y-idlers, Filament alarm, Extruder fan + more.

7

Re: STL files not slicing, crashes, errors etc.

That error would be symptomatic of running out of memory... have you checked the memory lately with a memory stress tester? but more than likely it is the stl's with errors getting by the fixer progs.

8

Re: STL files not slicing, crashes, errors etc.

So it seems KISSlicer can slice it, actually quite fast. Now to get it setup to a point where I can print on my Solidoodle 3.
I see Ian Johnston has posted some images, but it looks different to the version I have ( I downloaded version 1.1.0.14).

You'll have to excuse my lack of software integration knowledge. I'm a mechancal engineer, so this "programming/setting" stuff seems like some weird alien language to me wink

Has SD created a profile file for KISSlicer based on their tests?

9

Re: STL files not slicing, crashes, errors etc.

Ok, so I've got KISSlicer slicing, and the printer printing at 0.1mm. Seems to print very well, kind cool futuristic graphics showing the slicing process, and it seems to handle a tricky models.
I've changed the status of this one to "Solved"