90 percent of my model works best with seam position set to nearest, but the top needs to be set to random or else I get crazy blobs where the infill is solid.. The blobs compound when the seam overlaps so painting doesn’t work because it double stacks them even when I paint diagonally. LLMs like Grok say you can set a different seam in modifiers but I don’t see that option. Am I missing something? Retraction doesn’t fix the blobs and PA doesn’t work with this 85a TPU. Blobs are are the start of the seam. Using fuzzy skin so scarf is not an option. H2C
Paint it on using the seam painter tool. More precise you are, the better it’ll match exactly what you wanted it to be. You dont have to paint the whole model.

As I said above, if I paint it diagonally it is still double stacking the seam meaning ever 2 layers are stacked
Be more precise with your line. Use the 0.05 brush. You have given it a large zone within each layer’s slice to put the seam, it’s still deciding something you dont want - get more specific.

I’m doing it with a .04 brush. The picture about was about the size of a golf ball. I wonder if there is a gcode cheat that could make it go into random at a specific height
It’s the slicer that is deciding where the seam goes, then generates the g-code. And unfortunately the seam type can only be set for a whole object, not individual parts or modifiers, as you noticed. I’m not sure which slicer the bot would be referring to – neither Studio nor Orca nor Prusa (AFAICT) slicers supports this. And I’m not sure if this is a technical limitation of the slicer algorithms or “just” a feature no one has added. Likely not trivial in either case, since it hasn’t been done yet (in Slic3r derivatives).
Probably won’t be any easier, but perhaps setting model to random and then painting seams on the body could be a workaround.
-Max
