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Questions & Troubleshooting / Re: UVs problem after hollowing
« Last post by MagWeb on February 23, 2018, 10:19:40 AM »
Had to watch TV - Sorry Canada!
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Ok, your files load the texture fine without any problems. Also making it hollow while creating holes doesn't show the UV-issue you described above.

So I think the UV issue is related to the not loaded (?) texture.
Try this:
1. Maybe you've set MM to display geometry only? Set menu: Preferences > General tab > MeshColorMode to "VertexColor" or "GroupColor" ( NOT "ConstantColor")
2. to be death sure: drag one of the "World" SHADERS (texture shaders) onto the object.
3. Drag the "Checkerboard" SHADER onto the object: Does some checkerboard pattern appear on the object?

Also check whether your graphic card's driver is up to date.
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Questions & Troubleshooting / Re: UVs problem after hollowing
« Last post by suhailsheikh001 on February 23, 2018, 07:59:50 AM »
Any news brother? :)
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Questions & Troubleshooting / Re: UVs problem after hollowing
« Last post by suhailsheikh001 on February 23, 2018, 06:49:30 AM »
here's a test file I made for you to check the issue. It's a solid mesh not hollowed.

Please check it hollow it in MM and check the problem

I hope that you'll find a solution of it.

https://we.tl/B3qXsU12by
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Questions & Troubleshooting / Re: UVs problem after hollowing
« Last post by MagWeb on February 23, 2018, 06:27:45 AM »
Yep, best if you send me some link to the file.
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Questions & Troubleshooting / Re: UVs problem after hollowing
« Last post by suhailsheikh001 on February 23, 2018, 06:07:07 AM »
I did it already. I checked .mtl file it's associated with .obj and .jpg but when I open and import from MM it only loads the mesh not the texture. If you want I can send you zip file contains model and texture so you can check it.

let me know what do you think about it.
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Questions & Troubleshooting / Re: UVs problem after hollowing
« Last post by MagWeb on February 23, 2018, 05:43:34 AM »
If a OBJ ships with texture (means it needs an .mtl + image file (as .png or .jpg)) you do not need to "load" the texture separately (and you can't).
Simply import the .obj from within MM (not via some different way as e.g. OpenWith from your file browser) and the texture should show up automatically.

If there's no .mtl one may edit the .obj and write a .mtl manually....
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Questions & Troubleshooting / Re: UVs problem after hollowing
« Last post by suhailsheikh001 on February 23, 2018, 05:28:51 AM »
I imported the mesh in Agisoft photoscan and texture after hollowing from MM because I don't  know how to load textures in MM I tried looking on internet but wasn't able to load the texture in MM I also imported the hollowed mesh and the texture in zbrush and other 3d application to check but the result is the same.

Can you tell me how to load textures in MM?
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Questions & Troubleshooting / Re: UVs problem after hollowing
« Last post by MagWeb on February 23, 2018, 05:09:43 AM »
This isn't a screenshot from within MM.
Does the app you imported your MM-result to support several texture images? MM creates an additional image for regions where it had to construct surfaces.

How does it look like in MM?
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Questions & Troubleshooting / Re: Lower support density needed on circular edge
« Last post by MagWeb on February 23, 2018, 05:01:32 AM »
Hmm, sounds like some units issue... not sure.

Did you check ANALYSIS/UnitsDimensions if the imported file owns the expected size?
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Questions & Troubleshooting / Lower support density needed on circular edge
« Last post by RalfR on February 23, 2018, 04:29:51 AM »
Hi there,

I'm relatively new to using Meshmixer but searched the forum and wasn’t able to find a solution to a problem I’m currently facing.

My model does contain several circular surfaces that have to be supported. As they differ in diameter by a factor of 10, my CAD-Software (Solidworks) meshes them with different distance between vertices when exporting to STL. Solidworks does only allow one setting for subdivision of circle in degrees and one for deviation in mm.

When using Mesmixer to generate support, the Overhangs tool seems to at least put one Support at every vertex. I was able to generate even more support by choosing a very high density. But even choosing densitys of 0, 1, 2 or 5 didn’t generate less than one per vertex on the edge (see Picture1.jpg), although support of the surface itself was much less than I wanted (see Underneath.jpg).

For your reference, the smaller cylinder in front in Picture1.jpg does have a radius of 6 mm. I would want to have a distance of 2 mm between supports at the edge, but I can’t get less than 0.3 mm.

Is there any known workaround for this? I don’t want to compromise on resolution of the model as much as I would need to.

Thanks a lot!  :)
Ralf
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