Selective Infill Area
I am using a thin wall (by design) as a support that will later be removed. My problem is that when the thin wall is constructed it encloses the perimeter and slicer places infill in that area. I don't want infill in that particular area. Is there a way to not use infill in that area only?
RE: Selective Infill Area
If I understand what you're trying to achieve, you should be able do do what you want with modifiers (either height range or modifier meshes, depending on your model). With that you should be able to customize infill for a specific part of your model and disable it.
RE: Selective Infill Area
Not enough information to go on. You need to preferably post a saved project that demonstrates your problem (which will save. 3mf file) or at a minimum the stl file we can look at. To attach either a stl or 3mf file they need zipping up into an archive or the forum won’t accept the files.
You will also need to indicate where this removable support is so we can tell unless it’s really obvious on your part design.
RE: Selective Infill Area
@fortinmike
Thank you for the article. I will Check it out. It is a somewhat complex model for me. So, this is taking many iterations. It looks like detect thin wall might help. Still working on it. Thanks again.
RE: Selective Infill Area
@neophyl
Thank you for your reply. I really appreciate it. I will assemble files and let you know how it goes. Detect thin wall appears to be helping.
RE: Selective Infill Area
@jeff-22
This is why posting the model will help. PS only fills in manifold areas with infill. So however you have designed the model it is equating that area to being manifold. That's not how designing in built in support is done. The modifier route is only for the simplest of things and probably wont do what you want as it effects everything within its bounds.
It's very easy to make an area non manifold if you know how it all works though. Judging by the amount of models downloaded from the usual sites its quite hard to keep them manifold and without errors lol.