"Light bleed compensation" tool performing task backwards? #868
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That tool compares below pixels, if they are repeated below it will dim the current ones. In other words the tool is made for Z bleed and not XY bleed |
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I think I'm looking for the opposite of that then. I too am concerned with Z bleed. I'm not worried about X/Y. I have an overhang, with no pixels directly below it, but I want that first overhang layer to have, say, 25% brightness, and then the next layer to have 50% brightness, and then the next at 75%, and then full brightness after that. Something like below. (and I used Pixel Editor and Paint to make this image, but this is just illustrative...I'm not actually using Pixel Editor in this fashion). Hopefully the above makes sense. I start the first 'bridge' layer and next few layers at a lower brightness to limit how much Z bleed occurs inside the black area. Is something like this achievable with UVtools? |
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I'm running into a situation where dimming pixels on a bridge or overhang area may be the solution to minimize issues with light bleed. I have attached the .STL and .ctb in this ZIP file for an example.
light bleed comp demo files.zip
Manually dimming the pixels in UVtools (with Pixel Editor) seems to be working, but it is painfully slow. I started looking through the available tools and found "light bleed compensation". I believe this is exactly what I want, but it's performing its function opposite to what I was expecting. It grays out the pixels that I'd expect to be white, and it whitens the pixels that I want gray.
I tried all 3 pixel lookup modes, but all resulted in a similar fashion. I even tried inputting the "dim subsequent pixels by:" values in opposite order, but that did not help either.
Am I missing something here? Using this tool makes the overhanging pixels brighter, which'll result in more light bleed, not less. Thanks for the help!
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