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Enhance color blending in MixedFilament: Introduce RYB pigment-style blending for improved color mixing accuracy. Add RGB to RYB and RYB to RGB conversion functions, and update blend_color method to utilize the new blending approach. Improve error handling in hex color parsing.
This commit is contained in:
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docs/U1_Local_Z_Dithering_Design_Draft.md
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docs/U1_Local_Z_Dithering_Design_Draft.md
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# U1 Local Z Dithering Design Draft
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Status: Draft for later implementation
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Last updated: 2026-02-10
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Owner: Snapmaker Orca engineering
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## 1. Problem Statement
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Current dithering support can alternate component filaments in Z, but layer height is still resolved globally per object layer.
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This means:
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- `dithering_z_step_size` can only change full layers (or full Z bands), not only painted XY zones.
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- The requested behavior (`---===`) is not achievable today:
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- non-painted area keeps base height (example: `0.12`)
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- painted mixed area is subdivided (example: `0.06 + 0.06`) in the same nominal Z interval
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## 2. Current Architecture Constraints
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Key code paths:
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- Layer heights are created before segmentation:
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- `src/libslic3r/PrintObjectSlice.cpp` (`update_layer_height_profile`, `generate_object_layers`)
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- Mixed painting segmentation is applied after layers already exist:
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- `src/libslic3r/PrintObjectSlice.cpp` (`apply_mm_segmentation`)
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- `src/libslic3r/MultiMaterialSegmentation.cpp`
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- `Layer` has one `height`, `slice_z`, `print_z` for the entire layer:
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- `src/libslic3r/Layer.hpp`
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Conclusion: existing pipeline assumes one global Z step per layer. Local per-XY sublayering needs a new planning model.
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## 3. Goals
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- Support local Z subdivision for mixed-painted zones only.
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- Keep base regions at user base layer height whenever possible.
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- Preserve current mixed filament alternation logic (A/B cadence).
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- Keep existing behavior when local mode is disabled.
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- Avoid regressions in non-mixed prints.
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## 4. Non-Goals (Phase 1)
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- Full non-planar slicing.
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- Arbitrary local adaptive mesh refinement outside mixed-painted zones.
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- Rewriting all perimeter/infill algorithms from scratch.
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## 5. Proposed Feature Model
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Add a new mode on top of current dithering:
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- `dithering_local_z_mode` (bool, default `false`)
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- Existing `dithering_z_step_size` remains the micro step for painted zones.
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- Existing `dithering_step_painted_zones_only` remains as compatibility switch for current global mode.
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When `dithering_local_z_mode = true`:
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- For each base Z interval `[z0, z1]`:
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- if no mixed paint intersects interval: print normally at base layer height.
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- if mixed paint intersects interval: split interval into sublayers at `dithering_z_step_size`.
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- mixed-painted XY polygons are printed on each sublayer with alternating components.
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- non-mixed XY polygons are printed as a base-height pass in that interval (not duplicated every sublayer).
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## 6. High-Level Architecture
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Introduce a two-level planning pipeline:
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1. Base Layer Plan (existing):
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- Build base object layers as today.
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2. Local Z Expansion Plan (new):
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- For base layers that intersect mixed-painted areas, build `SubLayerPlan` entries.
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3. Toolpath Assignment Plan (new):
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- Route painted polygons to sublayers.
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- Route non-painted polygons to one base-height pass within same interval.
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4. G-code Scheduler (extended):
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- Emit sublayer passes in Z order while respecting extrusion height per pass.
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## 7. New Data Structures (Draft)
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Add new planning structs (names tentative):
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```cpp
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struct LocalZInterval {
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double z_lo;
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double z_hi;
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double base_height; // e.g. 0.12
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double sublayer_height; // e.g. 0.06
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bool has_mixed_paint;
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};
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struct SubLayerPlan {
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double z_lo;
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double z_hi;
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double print_z;
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double flow_height;
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// per extruder painted masks for this sublayer
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std::vector<ExPolygons> painted_masks_by_extruder;
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// polygons printed as normal/non-mixed in this pass
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ExPolygons base_masks;
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};
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```
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Attach `std::vector<SubLayerPlan>` to `PrintObject` (or a dedicated planner cache) without immediately replacing `Layer`.
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## 8. Algorithm Draft
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### 8.1 Build Local Z Intervals
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- Start from base layer intervals from `generate_object_layers`.
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- For each base interval, query whether mixed-painted states are present in that Z range.
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- If not present, interval remains single-pass.
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- If present, split into `N = ceil(base_height / z_step)` subintervals.
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### 8.2 Build Painted Masks Per SubLayer
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- Re-run or adapt `multi_material_segmentation_by_painting` to produce painted masks at sublayer Z samples (not only base layer Z samples).
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- For each sublayer:
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- derive active mixed pair (A/B) based on cadence index.
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- assign painted XY polygons to active physical extruder for that sublayer.
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### 8.3 Preserve Base Regions at Base Height
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- For non-painted polygons inside a locally-split base interval:
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- emit once with `flow_height = base_height` in a designated pass (typically final sublayer pass of interval).
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- do not emit these polygons on intermediate sublayers.
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### 8.4 Boundary Handling
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- At boundaries between painted and non-painted masks:
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- enforce overlap/tolerance compensation to avoid cracks.
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- clip with robust polygon booleans and min-area filtering.
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- Add seam strategy notes for transitions (TBD in implementation).
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## 9. Required Code Areas
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Primary:
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- `src/libslic3r/PrintObjectSlice.cpp` (new local-Z planning stage, call ordering)
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- `src/libslic3r/MultiMaterialSegmentation.cpp` (sublayer mask generation)
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- `src/libslic3r/PrintObject.cpp` (cache invalidation + storage for local-Z plans)
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- `src/libslic3r/GCode/*` (scheduler/tool ordering to emit sublayer passes correctly)
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Likely:
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- `src/libslic3r/Layer*` (if promoting local-z plan into first-class layer abstraction)
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- `src/libslic3r/PrintApply.cpp` (config propagation and reset handling)
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- `src/slic3r/GUI/Tab.cpp` and `src/libslic3r/PrintConfig.*` (new option + tooltips)
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## 10. Compatibility and Migration
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- Keep existing `dithering_z_step_size` behavior when `dithering_local_z_mode=false`.
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- Hide/disable local-Z checkbox unless mixed virtual filament is enabled.
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- Project files without new key must load as current behavior.
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- Fallback: if local-Z planner fails, auto-fallback to current global mode with warning.
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## 11. Validation Plan
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### Unit/logic tests
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- Interval splitting:
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- no mixed paint -> no split
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- mixed paint -> expected number of sublayers
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- Cadence:
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- A/B alternation across sublayers matches configured ratio/step
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- Config changes:
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- step size changes between slices must invalidate planner cache
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### Integration tests
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- Painted stripe through object:
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- verify non-painted region keeps base pass count
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- verify painted region gets subdivided passes
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- Multi-object plate with only one mixed object.
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- Support + mixed paint interaction.
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### G-code assertions
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- In affected intervals:
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- expected `Z` move cadence in mixed zones
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- base region extrusion appears once per base interval
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- In unaffected intervals:
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- unchanged base layer Z cadence
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## 12. Risks
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- High complexity around perimeter/fill continuity at mask boundaries.
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- Performance impact from finer slicing and extra polygon clipping.
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- Increased memory use for per-sublayer painted masks.
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- Potential regressions in wipe tower/tool ordering and support synchronization.
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## 13. Rollout Plan
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Phase A - Planner skeleton (no G-code changes yet):
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- Build and debug `LocalZInterval` and `SubLayerPlan`.
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- Add debug export (SVG/JSON) for visual verification.
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Phase B - Limited emission path:
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- Enable local-Z only for perimeter walls on painted regions.
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- Keep infill/base regions on current behavior for early validation.
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Phase C - Full emission:
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- Perimeters + infill + top/bottom in local-Z path.
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- Boundary compensation and seam cleanup.
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Phase D - Stabilization:
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- Performance tuning, cache policy, presets/profile updates.
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- Expand regression suite and add fixture models.
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## 14. Open Questions
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- Should non-painted regions in split intervals be printed on first or last sublayer pass?
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- Do we allow base-height extrusion in an interval where painted sublayers already deposited material nearby, or enforce sublayer-only flow there?
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- How should top/bottom skin logic behave when only part of a layer is sublayered?
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- Should local-Z mode require a minimum nozzle/step ratio gate for print safety?
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## 15. Recommended Next Step
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Prototype only Phase A:
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- Build `LocalZInterval`/`SubLayerPlan` and dump debug artifacts.
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- No toolpath emission changes yet.
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- Use this to validate that painted masks and interval splitting are stable before committing to full pipeline rewrite.
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@@ -16,14 +16,125 @@ struct RGB {
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int r = 0, g = 0, b = 0;
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};
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struct RGBf {
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float r = 0.f, g = 0.f, b = 0.f;
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};
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static float clamp01(float v)
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{
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return std::max(0.f, std::min(1.f, v));
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}
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static RGBf to_rgbf(const RGB &c)
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{
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return {
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clamp01(static_cast<float>(c.r) / 255.f),
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clamp01(static_cast<float>(c.g) / 255.f),
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clamp01(static_cast<float>(c.b) / 255.f)
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};
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}
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static RGB to_rgb8(const RGBf &c)
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{
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auto to_u8 = [](float v) -> int {
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return std::clamp(static_cast<int>(std::round(clamp01(v) * 255.f)), 0, 255);
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};
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return { to_u8(c.r), to_u8(c.g), to_u8(c.b) };
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}
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// Convert RGB to an artist-pigment style RYB space.
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// This is an approximation, but it gives expected pair mixes:
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// Red + Blue -> Purple, Blue + Yellow -> Green, Red + Yellow -> Orange.
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static RGBf rgb_to_ryb(RGBf in)
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{
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float r = clamp01(in.r);
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float g = clamp01(in.g);
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float b = clamp01(in.b);
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const float white = std::min({ r, g, b });
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r -= white;
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g -= white;
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b -= white;
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const float max_g = std::max({ r, g, b });
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float y = std::min(r, g);
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r -= y;
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g -= y;
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if (b > 0.f && g > 0.f) {
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b *= 0.5f;
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g *= 0.5f;
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}
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y += g;
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b += g;
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const float max_y = std::max({ r, y, b });
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if (max_y > 1e-6f) {
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const float n = max_g / max_y;
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r *= n;
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y *= n;
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b *= n;
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}
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r += white;
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y += white;
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b += white;
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return { clamp01(r), clamp01(y), clamp01(b) };
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}
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static RGBf ryb_to_rgb(RGBf in)
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{
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float r = clamp01(in.r);
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float y = clamp01(in.g);
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float b = clamp01(in.b);
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const float white = std::min({ r, y, b });
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r -= white;
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y -= white;
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b -= white;
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const float max_y = std::max({ r, y, b });
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float g = std::min(y, b);
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y -= g;
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b -= g;
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if (b > 0.f && g > 0.f) {
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b *= 2.f;
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g *= 2.f;
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}
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r += y;
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g += y;
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const float max_g = std::max({ r, g, b });
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if (max_g > 1e-6f) {
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const float n = max_y / max_g;
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r *= n;
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g *= n;
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b *= n;
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}
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r += white;
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g += white;
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b += white;
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return { clamp01(r), clamp01(g), clamp01(b) };
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}
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// Parse "#RRGGBB" to RGB. Returns black on failure.
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static RGB parse_hex_color(const std::string &hex)
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{
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RGB c;
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if (hex.size() >= 7 && hex[0] == '#') {
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c.r = std::stoi(hex.substr(1, 2), nullptr, 16);
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c.g = std::stoi(hex.substr(3, 2), nullptr, 16);
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c.b = std::stoi(hex.substr(5, 2), nullptr, 16);
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try {
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c.r = std::stoi(hex.substr(1, 2), nullptr, 16);
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c.g = std::stoi(hex.substr(3, 2), nullptr, 16);
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c.b = std::stoi(hex.substr(5, 2), nullptr, 16);
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} catch (...) {
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c = {};
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}
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}
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return c;
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}
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@@ -124,38 +235,34 @@ std::string MixedFilamentManager::blend_color(const std::string &color_a,
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const std::string &color_b,
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int ratio_a, int ratio_b)
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{
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RGB a = parse_hex_color(color_a);
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RGB b = parse_hex_color(color_b);
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// Additive blend: min(a + b, 255) per channel.
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// For unequal ratios, weight accordingly.
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const float total = static_cast<float>(ratio_a + ratio_b);
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const float wa = (total > 0.f) ? static_cast<float>(ratio_a) / total : 0.5f;
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const int safe_a = std::max(0, ratio_a);
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const int safe_b = std::max(0, ratio_b);
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const float total = static_cast<float>(safe_a + safe_b);
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const float wa = (total > 0.f) ? static_cast<float>(safe_a) / total : 0.5f;
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const float wb = 1.f - wa;
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// Use screen blending which is additive-like without oversaturation:
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// screen(A, B) = A + B - A*B/255
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// Weighted variant: blend each channel independently.
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auto screen_ch = [](int ca, int cb, float wa, float wb) -> int {
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// Weighted additive with clamping – matches user expectation:
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// Red(255,0,0) + Green(0,255,0) = Yellow(255,255,0)
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float v = static_cast<float>(ca) * wa + static_cast<float>(cb) * wb;
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// Boost towards additive: add the minimum so pure colours combine fully.
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float additive = std::min(static_cast<float>(ca + cb), 255.f);
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// Blend between weighted-average and full-additive based on colour distance.
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float result = wa * static_cast<float>(ca) + wb * static_cast<float>(cb);
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// For the 1:1 case, use pure additive (clamped) to get R+G=Y.
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if (std::abs(wa - wb) < 0.01f)
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result = additive;
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return std::min(static_cast<int>(std::round(result)), 255);
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};
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const RGBf rgb_a = to_rgbf(parse_hex_color(color_a));
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const RGBf rgb_b = to_rgbf(parse_hex_color(color_b));
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const RGBf ryb_a = rgb_to_ryb(rgb_a);
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const RGBf ryb_b = rgb_to_ryb(rgb_b);
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RGB out;
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out.r = screen_ch(a.r, b.r, wa, wb);
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out.g = screen_ch(a.g, b.g, wa, wb);
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out.b = screen_ch(a.b, b.b, wa, wb);
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RGBf ryb_out;
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ryb_out.r = wa * ryb_a.r + wb * ryb_b.r;
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ryb_out.g = wa * ryb_a.g + wb * ryb_b.g;
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ryb_out.b = wa * ryb_a.b + wb * ryb_b.b;
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return rgb_to_hex(out);
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RGBf rgb_out = ryb_to_rgb(ryb_out);
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const float v_out = std::max({ rgb_out.r, rgb_out.g, rgb_out.b });
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const float v_tgt = wa * std::max({ rgb_a.r, rgb_a.g, rgb_a.b }) +
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wb * std::max({ rgb_b.r, rgb_b.g, rgb_b.b });
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if (v_out > 1e-6f && v_tgt > 0.f) {
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const float scale = v_tgt / v_out;
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rgb_out.r = clamp01(rgb_out.r * scale);
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rgb_out.g = clamp01(rgb_out.g * scale);
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rgb_out.b = clamp01(rgb_out.b * scale);
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}
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return rgb_to_hex(to_rgb8(rgb_out));
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}
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size_t MixedFilamentManager::enabled_count() const
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@@ -177,3 +284,4 @@ std::vector<std::string> MixedFilamentManager::display_colors() const
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}
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} // namespace Slic3r
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@@ -9,8 +9,9 @@
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namespace Slic3r {
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// Represents a virtual "mixed" filament created by alternating layers of two
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// physical filaments. The display colour is an additive RGB blend so that,
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// for example, Red + Green previews as Yellow.
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// physical filaments. The display colour uses an RYB pigment-style blend so
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// pair previews better match expected print mixing (for example Blue+Yellow
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// -> Green, Red+Yellow -> Orange, Red+Blue -> Purple).
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struct MixedFilament
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{
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// 1-based physical filament IDs that are combined.
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@@ -79,8 +80,7 @@ public:
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// mixed filament.
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unsigned int resolve(unsigned int filament_id, size_t num_physical, int layer_index) const;
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// Compute a display colour by additively blending the two component
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// colours. `filament_colours` contains the physical colours only.
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// Compute a display colour by blending in RYB pigment space.
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static std::string blend_color(const std::string &color_a,
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const std::string &color_b,
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int ratio_a, int ratio_b);
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Reference in New Issue
Block a user