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The tool correction and mesh compensation features in VGSTUDIO MAX allow you to make informed changes to the manufacturing data in order to influence the actual physical part. Their sophisticated functions enable you to correct mold geometries for part warpage and shrinkage, and to optimize 3D printing input by compensating part warpage in additive manufacturing.
Use the manufacturing geometry correction functions to optimize your tools or 3D printing geometries. The software uses scans of your sample part to calculate suggestions for necessary changes to tools and molds in order to minimize iterations.
With the manufacturing geometry correction features, you can:
To compensate and export points, which can also be based on user input, you can use the manufacturing geometry correction features to:
To compensate and export sections and curves, you can use the manufacturing geometry correction features to:
To compensate surfaces and patch compounds using a rigid realignment while adhering to manufacturing constraints, you can use the manufacturing geometry correction features to:
To replace geometries with free-form surfaces while maintaining full control over their parametrization and smoothness, you can use the manufacturing geometry correction features to:
Additively manufactured parts are often deformed. Such distortions are inherent in the 3D printing process and may even remain after completing a previous optimization based on a 3D printing simulation. You can easily create a surface mesh that compensates for the difference between the actual object and reference object—directly from the CT scan using mesh compensation (part of the Manufacturing Geometry Correction Module).
With mesh compensation, you can:
Chose arbitrary, defined, or gridded anchor points for the compensation:
Mesh compensation often lets you visualize, understand, and document part distortion better than a nominal/actual comparison because a nominal/actual comparison may fail to show deviation of overlapping areas even if the region may have moved.
With mesh compensation, you can: