Cura: [Feature Request] Overhang painting (marker, remover)

Created on 1 Jul 2019  路  5Comments  路  Source: Ultimaker/Cura

Is your feature request related to a problem? Please describe.
A faster and easier way to manipulate support placement than support blocker and custom support.

Describe the solution you'd like
Use "brush" to manually identify more areas as overhang by coloring them red in addition to what Cura does automatically from overhang angle.
Also the inverse by removing red overhang identifier.
20190701_192903

Describe alternatives you've considered
Support blocker and Custom support which, IMO, are annoying to place precisely and quickly

Affected users and/or printers
Everyone?

Additional context
Example GIF was made in Blender using Weight Paint mode.

New Feature

Most helpful comment

Actually, we did implement this. It's currently on the feature_custom_support branch. It works exactly as Block137 described.

The problem is also implementing the inverse. That would require erasing the previously created support nodes which was a linear algebra challenge. Our aim is still to finish that implementation. See issue CURA-5482.

All 5 comments

If that were easy to implement, it would have been added a long time ago. Painting on a 3d model is tricky, because it requires a model with very consistently applied uv-coordinates (texture coordinates). Even in the GIF above, you can see it going wrong in the roof overhang on the top (the whole side gets painted all of a sudden).

Actually, we did implement this. It's currently on the feature_custom_support branch. It works exactly as Block137 described.

The problem is also implementing the inverse. That would require erasing the previously created support nodes which was a linear algebra challenge. Our aim is still to finish that implementation. See issue CURA-5482.

Even in the GIF above, you can see it going wrong in the roof overhang on the top (the whole side gets painted all of a sudden).

That's because weight painting paints on vertex instead of face, we'll need to paint on faces.

I know it's difficult to implement, probably need to overhaul several things but I heard they(not devs) like this kind of fancy features.

That's because weight painting paints on vertex instead of face, we'll need to paint on faces.

Then the current implementation is not exactly as you describe, because the current implementation paints on faces. This is important because large flat overhangs in mechanical models tend to have very few vertices and subdividing is expensive.

the current implementation paints on faces.

That's correct implementation, I meant my example GIF paints on vertices which is not desired.

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