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Fix linear-scaling height map thickness
Previously it was using this 'peak_height' which is the total height of the model in scale_vector.y. However it was then multiplying the height map with that scale vector and adding the base height again a second time. So the scaling part was too thick and included the base height, and the total height of the mesh was also too big. I also reduced an unnecessary re-calculation of the height_from_base parameter. And as a result we don't need the peak_height variable at all any more. Fixes #8902.
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1 changed files with 2 additions and 6 deletions
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@ -52,11 +52,8 @@ class ImageReader(MeshReader):
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def _generateSceneNode(self, file_name, xz_size, height_from_base, base_height, blur_iterations, max_size, lighter_is_higher, use_transparency_model, transmittance_1mm):
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scene_node = SceneNode()
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mesh = MeshBuilder()
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img = QImage(file_name)
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if img.isNull():
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Logger.log("e", "Image is corrupt.")
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return None
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@ -70,11 +67,10 @@ class ImageReader(MeshReader):
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height_from_base = max(height_from_base, 0)
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base_height = max(base_height, 0)
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peak_height = base_height + height_from_base
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xz_size = max(xz_size, 1)
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scale_vector = Vector(xz_size, peak_height, xz_size)
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scale_vector = Vector(xz_size, height_from_base, xz_size)
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if width > height:
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scale_vector = scale_vector.set(z=scale_vector.z * aspect)
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@ -132,7 +128,7 @@ class ImageReader(MeshReader):
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if use_transparency_model:
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divisor = 1.0 / math.log(transmittance_1mm / 100.0) # log-base doesn't matter here. Precompute this value for faster computation of each pixel.
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min_luminance = (transmittance_1mm / 100.0) ** (peak_height - base_height)
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min_luminance = (transmittance_1mm / 100.0) ** height_from_base
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for (y, x) in numpy.ndindex(height_data.shape):
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mapped_luminance = min_luminance + (1.0 - min_luminance) * height_data[y, x]
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height_data[y, x] = base_height + divisor * math.log(mapped_luminance) # use same base as a couple lines above this
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