Objects made on the powder printer can be more expensive than those made on our Ultimaker or TAZ printers. The best way to decrease the cost of printing on the powder printer is to hollow out your model such that it doesn’t consume more materials than it needs to.
This has to be done carefully though because if your object’s walls are too thin, they are likely to break during part removal. The hollowing process must also provide some kind of escape for material that would otherwise be contained inside a model. Not allowing uncured material to escape will dramatically increase your part’s weight without increasing its strength at all and will almost certainly lead to a broken part. Also, any volume of material that cannot be recovered from the finished print will be charged for after the object is printed, but may not show up on the object’s print estimate.
The following tutorial will show you the best ways to hollow NURBS.
Your model units, if printing to the powder printer, can be set to Inches, Millimeters, Centimeters, or Meters. Then, set your Absolute tolerance to something between 0.05 and 0.001 units. Keep in mind, that the smaller your tolerance, the longer all Rhino functions will take to perform, and the more error prone the results will be. This is best for smooth, curvilinear surfaces with small details. A larger absolute tolerance will lead to less accurate results and faster processing. It tends to work better with sharp edged objects. If you have an object with both sharp and round edges, try multiple modeling tolerances to see what works best for you.
The Shell command works by selecting a closed polysurface and then choosing a face of that polysurface that will be replaced by a hole to the interior volume created. A specified thickness (that should never be smaller than 2mm, but may need to be larger to support heavier objects) will be used to determine how far to inset the new surface from the original object.
Take the below example:
Aside from the Shell command, you can also use the OffsetSrf command to create an inset polysurface if you have an object that doesn’t have a readily removable face for a hole.
Take the below example: