| ▲ | G0-G3 corners, visualised: learn what "Apple corners" are(printables.com) | |||||||
| 29 points by dgroshev 4 days ago | 6 comments | ||||||||
| ▲ | ricardobeat 9 minutes ago | parent | next [-] | |||||||
One thing they don’t mention is that smooth G2/G3 corners will print horribly if added to vertical corners, there just aren’t enough layers even with a 0.2mm nozzle. 3D-printing a macbook air-like shape with good surface finish is nearly impossible. | ||||||||
| ▲ | ZiiS 31 minutes ago | parent | prev | next [-] | |||||||
I wanted to play with this in OpenSCAD; here is G1 vs G2 | ||||||||
| ▲ | LiamPowell 2 hours ago | parent | prev | next [-] | |||||||
These corners are so close that they're going to have no practical difference when 3D printing them, the maximum deviation between G1 and G3 is only 0.1mm. You need to exaggerate the effect much more to show the difference. > G3 continuous corners mean that the print head experiences smooth acceleration while printing such corners. Axial acceleration is the key here, not just acceleration, that however does not matter if the controller does not output feedrate profiles with smooth acceleration to go along with it. | ||||||||
| ▲ | EZ-E 21 minutes ago | parent | prev | next [-] | |||||||
I thought this was going to talk about all the competing, different corners radiuses on MacOS windows (is plural of radius radiuses? or radii?) | ||||||||
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| ▲ | atoav 12 minutes ago | parent | prev [-] | |||||||
As someone who modeled surfaces like this for a living:
This is where most basic CAD modellers would stop. The problem with just putting a cylindrical or a spherical fillet in a corner is that you basically go from a flat surface (zero curvature) to a surface with some curvature on a whim. If your surface is reflective that means you go from a flat mirror to a strongly distorting one instantly, this will visually appear as a edge even if there is none. Curvature btw. is just the reciprocal of radius (1/r)If we talk about forces (e.g. imagine a skateboard ramp) you go flat (no centripetal force) to circular (constant centripetal force) without any transition inbetween. In effect this will feel like a bump that can throw inexperienced skateboarders of their feet. This means tangential transitions often do not cut it.
Now the curvature of a curve can be drawn as a curvature comb. You basically take the curvature at any point of the curve and draw the value as the length of a line that is perpendicular to the curve.G1 is if the perpendicular lines at the ends of the two curves align. G2 is if the curvature comb at the end of the two lines additionally has the same height (indicating the same curvature at the transition point). G3 is basically just ensuring that the two curvature combs are tangential at the point where they meet. G4 is ensuring that the curvature combs are not only tangential, but have the same curvature. G5 is taking the curvature of the curvature... By this point you may be able to sense a pattern. | ||||||||