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Triangulated Flower Pot

by Bluebie Mar 14, 2014
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I'm curious on how other people built this planter, because I printed it on a Delta Pro 3D printer, it took almost two days, I had it running at 15% infill.

The bottom seems like it's super thin and unreliable, the walls seem fine, but thenthe top lip of the planter was printed but completely disconnected to the top of it.

Can you upload a Solid model where the top is closed off? That works best when using Vase Mode in S3D.

Apologies for taking so long. I've added a solid version now. Previously I didn't have any slicing software which supported this mode easily and didn't want to publish a model that I've never seen sliced. Hope the solid version works well for you!

Beautiful design! Appreciate your in depth reply to RobMeyer. I'm going to give Blender a try as well.

The walls are so thin it fell apart during the build on my da Vinci 1.0

added a 2mm thick version if you feel like trying it again some time :)

Really love the design -- thanks for sharing this!
I also had trouble printing the original version, but the 2mm version worked great.
What software did you use to model this? I'd like to experiment with printable furniture with interesting geometric patterns, but haven't figured out how I should go about that. Thinking OpenSCAD right now since I have a background in software, but open to suggestions.

I also have a background in software, and I also used OpenSCAD when I first was learning to 3D model for print. Don't do it! It's awful and a trap! Here are some reasons: 1) Bret Victor: watch this, then explore more of his website: http://worrydream.com/#!/TheFutureOfProgramminghttp://worrydream.com/#!/TheFu... 2) No seriously go watch that Bret Victor thing. 3) OpenSCAD has a horrible language: 3a) It doesn't even allow for things like variables (once you set a "variable" it cannot ever be changed, and these constant "variables" can only be set at the very start of a script or the very start of a function. you can't even do it in a loop! this gets really frustrating very quickly. 3b) Like PHP, OpenSCAD has a horribly inconsistent API. Some methods take a 'radius' named parameter, some take 'r', and if you mix that up, your code just wont work. You'll need to keep the API reference open constantly, and be looking up functions non-stop. Even an expert cannot remember all this inconsistency. OpenSCAD usually doesn't give useful error messages, and quite often if your code has a bug in it, OpenSCAD will segfault. There are API functions where the order of the arguments is different between different versions of OpenSCAD. It's almost like they're trying to be jerks. 3c) If you try and do anything nice in OpenSCAD, it will run extremely slowly and be very frustrating. 3d) OpenSCAD is made by 'fix it yourself' people. If you have a problem or want a feature, they'll tell you to go learn C and implement it yourself. They'll victim blame you for their terrible error messages and segfaults. It is the worst kind of selfishly built open source software which only ever aspires to do the bare minimum any developer desires for their purposes alone. Nobody cares if their work is useful or kind to you. 4) 3D printing is an inherently visual and intuitive thing! When you start making pieces that fit together nicely, you quickly learn that you cannot do things like take one part and simply subtract it from another part with a boolean operation and have them fit together nicely. You'll need to reduce the inner part's size by about 0.25 to 0.5mm, depending on your slicer and printer. Different materials will shrink differently, have different abilities to deal with overhang. In these instances, what you want is to see your model in side view and click and drag to make it *look right*. OpenSCAD wont do this - you'll have to code very complicated elaborate or very ugly work arounds - and they'll be hellishly slow. 5) Finally, as Bret Victor so nicely communicates in many of his talks and articles, making visual objects using textual code is an inherently bad idea. When you're designing objects, often what you care most deeply about is how they look. You want them to be aesthetic, and aesthetics are largely subjective - and you get aesthetic by clicking and dragging, moving, experimenting. You want these experiments to be very low friction or you will get tired and bored and give up and make many ugly things which will be deeply unsatisfying. Your tools need to encourage that kind of experimentation. The visual changes should be the easiest changes. No sensible person when getting in to designing vector illustrations of their favourite pokemon characters would opt to do so by hand writing a postscript file (which is similarly a vector markup format that is turing complete, and, well, awful, like OpenSCAD but more flat). We know better than that. We know powerful tools like Inkscape and Adobe Illustrator will make it easy to get the aesthetics right, will make experimentation fast and fun, and bring satisfaction. We know, as programmers, that the investment of time in learning to use a tool like that is worthwhile - it's an investment which will pay big dividends in time saved later, and more importantly, put the friction in a good balance. 3D design is no different. Make the investment. It pays off hugely. I whole heartedly recommend Blender. It's entirely open source, but despite that, it is a wonderful tool. In the Blender community, developers make tools for artists, and value their feedback. They do this, because they want to play a part in making great movies and games. They don't settle for bad interfaces, or good enough for them. Blender is powerful and polished. In to any text field that accepts a number, you can enter maths. Need a radius but have a diameter measurement? no worries, just type 22.5mm/2 and it'll halve it for you. This actually evaluates python and can reference other objects in the world. Low friction. When you first open Blender, it's going to be terrifying. You'll click some things, you'll end up in modes you don't understand that are totally irrelevant. It wont be clear how to get back. You'll even be confused by how to use the mouse. Even clicking wont work how you expect! It will seem like a program with a million complicated arcane confusing UI conventions. It will seem like a dead end. This is not the case. Go on to youtube and watch things like "blender box modelling" tutorials. If you have a graphics tablet, you might like blender sculpting too. Learn about modifiers, transparency, duplicating 'linked' objects, edge loop selection. Learn about "bridge edge loops" <-- that one will save you a lot of time. Learn about grid fill and beauty fill. But first, learn the basics. Learn it all through youtube. It's easy to find the videos. Someone will talk over a screencast, while keyboard shortcuts will fly up the side of the screen overlaid. It will go fast - pause it and get a moment to think and take it in. Try replicating what they're doing in the screencast. Make sure you watch videos for version 1.60 to 1.70 - blender's UI changed pretty substantially before these versions. Give it a week, and you'll quickly see that once you know how to use the mouse, how to translate, scale, rotate, and lock movements to x, y, and z axis, and learn conventions for making objects and editing them, blender will quickly seem much less intimidating. Once you get the basics, the rest is easy to pick up, and even fun! The UI is really straight forward and intuitive, one week in. You'll discover ways to make fractal-like objects with the array modifier, make cool faceted shapes with Decimate modifier. You'll be able to take a segmented cylinder and curve it along a bezier curve in to an elaborate animal horn, with the curve modifier and smooth it in to something nice and organic with subdivide modifier. Learn about solidify modifier - it's very very very useful in 3d printing. You'll be able to take a cube and give it rounded corners with the Bevel modifier - something that's next to impossible to do in OpenSCAD. You'll learn tricks, like that when rendering pictures of objects to show other people, putting a bevel on them makes them catch the light in the corners in a really nice way, making them feel more real and vibrant, and that the render menu has an OpenGL option, which saves you having to think about lighting. Learn about quad view. Learn about rotating around the 3d cursor. Best of all, nearly all of blender is written in python, and you can live code in to it. It has APIs to access all the objects you make, and if something is too complicated to do visually with the mouse you can use code to automate that task - like openscad but powerful and simple and only there when you need it. I've yet to encounter a situation that's made me want to learn how to use this feature. The GUI is great. But knowing it's there is reassuring. If you ever want to make 3d games, blender will help you along the way. If you ever aspire to working with video, blender can track objects in to video sequences, do green screening, video editing.. Blender will take you to places cinematic and beautiful. Blender will give you a hundreds of new interesting creative paths to take. OpenSCAD is a dead end. Knowledge of OpenSCAD will never be useful for anything else. It is a lost investment. So learn blender. It seems a lot harder and more complicated than it is. In a week, you'll be competent enough to have fun making things in it. In a month, you'll be moving so fast onlookers will be totally confounded and see you as a wizard. In six months, you'll be astonished at how quickly you can take ideas from your brain and bring them in to 3d printable 3d meshes that work first time and are both functional and beautiful. So watch those youtube videos, make a few very simple things, then download the .blend file in this thing and customize it. I look forward to seeing what you make!

Thank you for this Extremely well written and detailed reply. I have been thinking about trying to learn OpenSCAD....just downloaded Blender.