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Hello Joey,
I attach a factory file that illustrates the problem.
The solid layer on top of the "arms" of the part stops immediately
underneath the perimeters of the central boss. I believe it would be
much better if the solid layers extended beyond the perimeters well
into the central area. Indeed, if the raised item isn't actually very
big then the solid layers should go all the way across. As it is, the
part is very weak because when it is flexed, the solid layer breaks
away from the perimeter of the raised boss.
What you are doing at the moment is:
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It should be like this:
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xxxxx---------------------------
xxxxx---------------------------
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Where x = infill, - = solid layer and | = perimeter.
The solid layers should extend far enough into the infill
region so that they cross at least one infill filament before
finishing. That gives the solid layer filament a chance to "grip" on
something rather than just stopping in mid air (in the gaps between the
infill filaments) like it does at the moment. Paradoxically, using
larger infill diameter (say 200%) makes the problem worse because the
gaps in the infill get larger. The solid layers should take that into
account and reach the far side of the infill "diamond" before stopping.
If you don't think that everyone would like that, why not add a
parameter that specifies how far solid layers should project into
infilled regions? Then we can tweak it to our satisfaction.
A related area which I think S3D gets wrong is that it puts infill
below small raised features like this:
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Doing this means that the top layers are segmented and that produces
visible smears and changes in texture which detract from the look of
the part. I believe it would be far better if it simply did this for
small raised features:
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--
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That way, the solid layers can be printed in larger pieces (obviously
depending on what other features are present) and the visual quality of
the part is improved.