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PrusaSlicer (formerly known as Slic3r Prusa Edition or Slic3r PE) is our own in-house developed slicer software based on the open-source project Slic3r. It's open-source and you can get it in our Drivers & Apps Package. PrusaSlicer is a feature-rich, frequently updated tool that contains everything you need to export the perfect print files for your Original Prusa 3D printer.
Sep 19, 2019. Intel® Integrated Performance Primitives. Production-ready building blocks for cross-platform performance. Develop high-performance vision, signal, security, and storage applications with this multithreaded software library. Versions 2.1.2 to 2.4.2 of Audacity are not sufficiently accessible for visually impaired users who use VoiceOver, and not suitable for OS X 10.5 either, so we provide the older 2.1.1-screen-reader version instead. Je n'arrive pas a trouver la primitive de 1/x+1. Si vous pouvez m'aider je serai trop contente car j'ai mon Dm a faire. Merci beaucoup.
PrusaSlicer is available for Windows, Mac and Linux
Windows (Drivers & Apps)Mac (Drivers & Apps)Linux (Drivers & Apps)
Learn more about PrusaSlicer features in our detailed documentation
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languages supported
110+
FILAMENT AND RESIN PROFILES
3
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MODES (BEGINNER, ADVANCED, EXPERT)
7
in-house developers
PrusaSlicer is based on Slic3r by Alessandro Ranellucci. It's completely free and open-source. Thanks to the strong community and core team of developers in Prusa Research we can continually add new functionality. You can follow the development process on Github.
Slic3r was always known to be powerful and versatile, but some features were difficult to use, if not outright hidden behind obscure menus and dialogs. Our goal with the reworked UI was to expose all the power features while making the UI clear and simple to use at the same time.
PrusaSlicer lets you create support blockers and enforcers. Support blockers are useful when you’re generally happy with the automatic supports, but you want to exclude some areas. With support enforcers, you can turn automatic supports off and select specific parts which need supports.
With the release of our Original Prusa SL1 resin 3D printer, we’ve added masked SLA (MSLA) mode into PrusaSlicer. As far as we know, PrusaSlicer is the first high-quality open-source MSLA slicer available. PrusaSlicer also supports multi material FFF printing with the Original Prusa MMU2S.
Testers and developers at Prusa Research are constantly working on presets for 60+ filaments and resins. We are adding profiles on regular basis, following materials by the most popular manufacturers. You will get new profiles automatically through auto-update function.
3D printing is always about the quality versus the print time. In PrusaSlicer, you can select the layer height for each part of the object separately. Our software takes care of smoothing so the final print looks best as it can and the printing time remains acceptable. Check out the video.
PrusaSlicer includes built-in firmware flasher for Original Prusa i3 printers. You can just connect your printer to computer via USB cable and easily flash the firmware via PrusaSlicer. Don't forget to upgrade your printer regularly! ?
You can prepare prints with color change directly in PrusaSlicer. Just insert the “pause for filament change” code at layers which you marked in the print preview screen. A preview is displayed instantly so you’ll see exactly how your model will look with color-change.
With Octoprint application, you can control your printer via web browser. PrusaSlicer is now supporting advanced features of Octoprint like upload queue or Cancelobject plugin, which allows you to cancel printing of one particular object on the print bed.
More features
- Move, rotate and scale gizmos + object manipulation sidebar
- Object list, copy & paste, scene hierarchy, and instances
- File/Save Project saves a 3MF file containing all objects, settings, modifiers and their parameters.
- HiDPI support – Correct scaling on high-resolution displays
- Manipulation of multiple objects - group selection
- Background processing – redesigned to work reliably, only those slicing steps that were invalidated by the user action will be re-sliced
- Repairing models via Netfabb (only on Windows)
- Multi-language support: English, French, Italian, German, Spanish, Czech, Polish, Ukrainian, Korean, Chinese (Simplified)
Found a bug? Let us know on Github or via community forum
Materials allow you to cover your meshes in color and texture and they need light to be seen. One material can be used to cover as many meshes as you wish. Minecraft ba sing se map download.
Reactions to light
Whether the material is a color or a texture there are different ways it can react to light.
- Diffuse - the basic color or texture of the material as viewed under a light;
- Specular - the highlight given to the material by a light;
- Emissive - the color or texture of the material as if self lit;
- Ambient - the color or texture of the material lit by the environmental background lighting.
Diffuse and Specular material require a light source to be created.
Ambient color requires the ambient color of the scene to be set, giving the environmental background lighting.
Ambient color requires the ambient color of the scene to be set, giving the environmental background lighting.
- Transparency - the level that you can see through the material can be set and for images with transparent sections it can be used so that appropriate parts of the material are invisible. This requires an alpha property to be set.
Color
Create a material using
Set the material color using one, some or all of diffuseColor, specularColor, emissiveColor and ambientColor. Remember that ambientColor will only apply if the scene ambient color has been set.
Diffuse Color Example
To give an idea on how the material diffuse color reacts to the diffuse light color the following playground example shows how different color materials react to white, red, green and blue diffuse spot lights.
- Playground Example - Material Color Reaction to Light Color direct click or edit to view -
This reaction of
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Yellow Material | Purple Material |
Cyan Material | White Material |
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to white, red, green and blue diffuse spot lights can also be seen in the following image.
Ambient Color Example
In this playground example -
all spheres are lit by the same hemispheric light, with diffuse red and groundColor green. The first sphere has no ambient color, the middle has red ambient color defined on its material and the one on the right has material with green ambient color. The scene ambient color, which must be present, is white. When a scene ambient color component is set to 0, for example red, then whatever the value for red in the material ambient color it will have no effect. Transparent Color Example
Transparency is achieved by setting a materials alpha property from 0 (invisible) to 1 (opaque).
- Playground Example Transparency -
Texture
Textures are formed using a saved image.
Create a material using
Set the material texture using one, some or all of diffuseTexture, specularTexture, emissiveTexture and ambientTexture. Notice that ambientTexture is applied without the scene ambient color having been set.
Note: When no normals are specified, Babylon's standard material will compute the normals.
Texture Example
In this playground example -
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all spheres are lit by the same hemispheric light, with diffuse red and groundColor green. The first sphere has a diffuse texture, the middle an emissive texture and the one on the right has material with red diffuse color and an ambient texture.Transparent Texture Examples
As for colors the transparency is achieved by setting a materials alpha property from 0 (invisible) to 1 (opaque).
- Playground Example Transparency -
In addition the image used for the texture might already have a transparency setting, such as this picture of a dog from wikimedia commons, which has a transparent background;
In this case we set the hasAlpha property of the texture to true.
- Playground Example Transparent Background -
For the back faces of the cube to be visible through the transparent areas of the front faces we have to deal with back face culling.
Back Face Culling
This is a method for efficiently drawing the 2D screen rendering of the 3D model. Usually there is no need to draw the back face of a cube, or other object, as it will be hidden by the front face. In BabylonJS the default setting is, as you might expect, set to true.
Looking at the images below, when the material property backFaceCulling is true you can see that the transparent areas around the dog are still transparent, you can see the background through them. However, you cannot see the images on the back faces as they have been culled (or removed). When backFaceCulling is false the back faces are not removed during rendering so they can be seen through the transparent areas of the front faces.
Back Face Culling True | Back Face Culling False |
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- Playground Example Back Face Culling True -
WireFrame
You can see a mesh in wireframe mode by using:
Texture Packer
Some complex scenes will require a large amount of texture. A single Material often will use three and often more! To simplify the loading process sometimes it might be convenient to package the texture from multiple materials into a series of images. The trade off will be that each texture will be scaled to a set size and might cause some desegregation, there are also webGL limits to take into consideration. The packer will create a set of 'frames' for each unique material and its required texture channels, producing one image for each channel that the materials being packed used. The process then modifies a target UV# of the meshes passed with the constructor to make them match the frame of the texture sets. The system assumes textures are 1:1 ratio (square).
Create a TexturePacker series by calling:
There are some limitations though that you must consider. These include texture size limits, transparencies, and refection/refraction materials. Please go here for more information on Creating a Texture Package
- Playground Example Texture Packer -
Local File Access
An important thing to remember, is that for security reasons, web browsers like google chrome don't allow local files to be accessed by default for web pages. This includes any texture files you are using. There are a few ways to work around this in google chrome. The quick and dirty way is to close all instances of chrome, and open it in the terminal.
for windows, you go to the terminal and type,
for macOS, the command looks like this,
and for linux, the command looks like this.
Be warned that the above method may introduce a security risk if used for long term projects. For long term projects, you will want to set up an HTTP server to run any required files. Using a server has the benefit of working on any web browser.
Next step
Great, your scene is looking better than ever with those materials! Later we will see how to use advanced techniques with materials. But for now, we have to learn how to use cameras.