Specify a filament for infill?

I’m printing this two color part on my H2C, which turned out well.

The issue I’m having is that i will end up having to trim off a few mm of the end that has the red face in the image on the left. When I do that it becomes clear that the infill was all white (I used 100%), so I lose the red face. Is there any way to tell BBS to use the red filament for the infill and white for the walls?

I read that’s possible in Develop mode, but BBS told me that couldn’t be done on multi nozzle printers. Any other workarounds?

TIA

Hi,

Indeed, with “develop mode” enabled there are process properties per object in Others → Advanced to set a filament to use for infills and walls (those don’t show up in the “Global” process properties). I’m not sure who (or what) told you that’s not supported on H2C… the slicer definitely allows it, though I haven’t tried an actual print that way (but I don’t see why it wouldn’t work).

However I’m not sure you’ll be able to get the desired effect (and I’m not clear why you have to cut the end off).

With just a basic cut cylinder it sorta works… but the bottom and sides are still white:

If you paint the bottom and one end, it gets closer… but introduces white walls between the end colors:

Also same result if you switch them, with object assigned red filament and white for the walls. That’s just how the slicer paints surfaces… there’s no way to tell it to “paint all the way through.”

What I would suggest instead is to model your object in 2 parts, the outer white and inner red. This way you can assign filaments directly to the parts themselves, with no painting or “advanced” settings required.

From CAD you can export the two bodies simultaneously (multi-object STL/3MF/STEP), then after import to Studio you can r-click on the object and “Split → To parts” in the menu. Or export as 2 separate files and select them both at the same time when importing. In most cases (except a multi-object STL) you’ll need to select “yes” when asked if the import should be one object with multiple parts.

(In this shot I just created a copy of the half-cylinder then scaled and re-positioned it inside the original cylinder. But the result is the same with imported multi-body/part objects.)

HTH,
-Max

Thanks Max.

The reason they have to be shortened is that they will be an inlay in a guitar fingerboard. They’re made a little long because some amount of material will have to be sanded off to match the surface shape of the fingerboard. It’s hard to predict that exactly in advance for all the inlays.

The multi-object approach sounds like it should work. I’ll give that a try.

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