Comments (23)
Hi, you read my mind. I was just watching a few youtube-videos about v-carving and wooden inlays this morning. :-)
It would make a great addition, so I will give it a try.
Guess I need a new voronoi-based algorithm for the variable-depth part.
This will probably take some time..
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Guess I need a new voronoi-based algorithm for the variable-depth part.
At the bottom of this page are a few links with some more explanation and approaches: https://www.scorchworks.com/Fengrave/fengrave.html#changelog
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Read a few papers on the subject.. Pretty complex stuff!
But I found a nice library that looks promising: https://www.npmjs.com/package/flo-mat
So crossing my fingers and hoping it has everything I need...
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Hi, I've added a new operation 'VPocket'
My first test here: https://www.flickr.com/gp/25948865@N03/Rw11z4
Please try it out and tell me how it works.
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works like a charm!
Only you still need something to do the cleanup after the max z-depth was reached. In f-engrave you have the choice to do the cleanup with either the v-bit or a regular endmill.
keep up the great work!
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In the top left corner of your screenshot it says 'Clearance: 2.3094'
You can use a regular pocket operation for the cleanup, and use this number as 'Roughing clearance'.
I will do the V-Inlay operation next...shouldn't be that much work.
I just need to slow down a bit. Has been a few very late nights :-)
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Hi again. I've added the V-Inlay operation.
The maxDepth property has been renamed to flatDepth, and an extra property startDepth is added for V-Inlay.
For VPocket, flatDepth is the depth of the pockets
For VInlay, flatDepth is the sawblade-gap, while startDepth is how deep the plug goes into the pocket before the artwork-planes align.
I believe this is the same terminology used in the VCarve-software.
The v-inlay operation also has switches for automatic/manual horizontal flip and creation of a rectangular boundary.
I added an "Add Cleanup" button for generating endmill cleanup-toolpaths for both VPocket and VInlay.
These generated operations can be edited (tool-diameter etc) like the other.
Please test it out and let me know if you notice any issues.
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This looks like everything I've been looking for. I still need to test it on a physical machine. One question tough how does the boundary for the inlay work? (automatic / manual) I need to increase it in size it seems.
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Hi, when using automatic boundary, the distance between the box and the artwork will be 4 times the clearance-value.
But the box is treated the same way as the other paths, so it gets its own clearance. So in between, the distance is 2 times the clearance.
It might be a bit tight, I don't know.
It's also quite easy to do it manually...Just hit '4' to get a square, then scale and move it into place. Just remember to only include the boundary when generating the inlay.
...Or edit the cleanup toolpath and choose a smaller tool-diameter perhaps..
I'll probably add some improvements to the gcode-generation tomorrow...It currently travels a lot in the z-direction.
Have fun, but keep an eye on the machine...there might be some glitches... :-)
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I've added the improved gcode-generation and also added a new parameter 'Boundary clearance' for v-inlay. This is only used when choosing automatic boundary box to set the box-size.
I've also removed the boundary-box paths from the v-inlay toolpaths. No need to walk these paths with the v-bit I guess.
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I found a bug
project.json.gz
files video and exported enviroment.zip
The generated g-code doesn't go to the safe height when needed.
And when you optimize the gcode and export it again the code hasn't changed.
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Hi, yes that's a bug. Thank you, nice catch!
Wish there was a working version of CAMotics for Fedora 34 too :-(
Should be fixed now. Please verify.
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in the simulation it seems to be fixed I only checked the v-carve and not the inlay part.
Thank you very much!!
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I tested the v-carve in real life and it works like a charm!
Thanks for your effort!
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I get some unexpected behavior with a simple circle I would expect the v-bit to just make an inside circle with a certain offset from the original circle. I don't get why there are all this lines pointing outwards.
test file 1.zip
extra: What does the parameter max corner angle change?
how to I set the spacing between the v-carve and the inlay for a saw to fit in between.
Thanks in advance!
Update:
I think I figured a few things out out could you please confirm this.
V-Pocket <- makes the pocket
- flat depth sets the max depth of the pocket
V-inlay < makes the puzzle piece that goes into the pocket
- Flat depth is the spacing between the two puzzle pieces where a saw blade could fit in between to part them.
- start depth is how deep the puzzle piece would go into the pocket
Still unsure about the max corner angle
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The spikes are a side-effect of converting the artwork to polygons (arc-segments converted to line-segments) before sending it to the flo-mat library.
The max corner angle is a parameter used in an attempt to delete these spikes if they point towards a corner with an angle higher than this value..but I guess it doesn't always work that well..
I'll try to figure something out..
Your assumptions about the depth-parameters for v-pocket and v-inlay are all correct.
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@geobruce I've just made some improvements on v-bit operations, hopefully solving your issues with the spikes inside the circular path.
I've also removed the 'maxCornerAngle'-parameter and replaced with a better approach.
Please let me know of any issues.
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The problem you describe sounds like a bug that was fixed a week ago.
But if you are still able to reproduce it with the latest version then please let me know.
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The bugfix I mentioned was released the 10th.
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