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Recommended workflow

Tiago Conceição edited this page Jun 3, 2023 · 7 revisions

UVtools has grown and now it has various functions which can intimidate new commers. Most of the time you only need validate your file to print with success, make sure there are no errors that lead to uncured resin on vat. Advanced tools have a unique use and are not required by most of us, still I encourage users to explore them, read what they do and see where you can take advantage of them. So, with that in mind this guide will present the steps we think that are the must do for every user.

  1. Open file on UVtools and find/detect issues, that’s done by click on the "yellow whell", 3th icon. If auto-detect is on it will compute issues for the first time when you click it, otherwise click on "Detect" button.
  2. If there are issues on the list:
    1. Empty Layers: Fast scroll on list to check for empty layer issues (Issues types are grouped), if present:
      • Click on it to go for the empty layer, check if layer is in between model or it's the last layer, if in between go back to slicer and check what happened on that height, if you think is a major problem you should reslice or try fix the problem on slicer, otherwise let UVtool deal with it by fix it with layer removal. (Automatic with repair step)
    2. Resin traps: Fast scroll on list to check for Resin trap issues, if present:
      • If you haven't hollowed the model don't brother and just skip the next steps, UVtools will deal with them latter. (Automatic with repair step)
      • Click on it to go for the issue area
      • If you have hollowed the model you should check for resin traps and see if there's any place(s) you forget to add drain holes, navigate issues and check if there are problematic traps, if so go back to slicer and add proper drain holes or use UVtools pixel editor mode to add drain holes if you can add them vertically at 90º over the model.
      • If you didn't hollowed the model and have resin traps, or if present resin traps are not big, let UVtools fix them by solidifing that areas. (Automatic with repair step)
    3. Touching Bounds: Fast scroll on list to check for TouchingBounds issues, if present:
      • Touching bounds are white printable pixels that are touching the build plate or print area limits or at least very close of the limit, if you have a raft or any waste object, not required for the print succeed then it's ok to ignore, but if the pixels are part of the model and required to print it's recommended deal with the issue.
      • If you have spare space arround the object, go to Tools - Move: Hit Apply. It will auto center the object on the build plate.
      • If you don't have spare space arround the object to move it, and if that area is critical for your model, you can resize the model by go to Tools - Resize and choose a XY resize factor to shrink it, otherwise go back to slicer and try to see what you can do.
      • If the problem is the raft you can also go to Tools - Morph, select from layers 0 to raft end layer, put like 3 to 5 iterations to erode some of the raft area.
    4. Repair: Click on "Repair" button, a dialog will show with some settings, the default values are ok for most users, but if you know what you are doing you can play with the values. This step also fixes some problems caused by slicers and smooth the model if you have unconnected or random adjacent pixels, it will remove empty layers and close all resin traps (if the checkboxes are selected to allow such repair).
    5. After repair: The issues will be re-calculated to show any possible leftovers and unable to fix problems, now you must take action against them:
      1. Islands:
        • If an island it's a false-positive, ie. not a real island and you know it’s safe to print, just click on "Ignore" button and it will be discarded, also it will not be detected again.
        • If an island with a single or few pixels and you know they not needed, remove it by hit delete or the "Trash can/Delete" button
        • If an island is a real potential problem you can use the pixel editor mode to add one or more supports to it, but keep in mind if you have a very large island maybe the best would be going back to slicer and fix from there.
        • Repeat these steps until you’ve cleared the list
      2. Overhangs:
        • If you have overhands most of the time they represent a real problem, since their detection are more advanced and combined with islands, in this case overhangs indications are sweet spots for support placement, go to pixel editor mode and add supports on overhangs centers and arround if required with some spacing between.
        • As an alternative you can go back to slicer and add the supports there.
      3. Last check: Re-detect issues to be sure it's all handled and no leftovers, otherwise repeat the required steps.
  3. Go to "Suggestions" tab, select all or the suggestions you want to apply and click Apply. Those are always safe to set and recommended.
  4. (If you have a solid raft): Go to: Tools – Raft relief, and hit apply. This will relief a solid raft with vent holes to reduce FEP suction, save resin and easier to remove the prints.
  5. (If you print directly on plate): Use "Morph - Erode" or "Pixel dimming" to offset the elephant foot, this requires a test per printer/resin/exposure time combo to find the optimal vale to use.
  6. By now you have everything to get a successful print, send file to printer and start printing

Notes: As you going you will notice that are things that you can improve on your workflow, like elephant foot and XY calibration, those can be inserted/fixed after the repairs are made.