====== Blender workflow for color printing ======
===== Create object in Blender: =====
* Do your generic 3D print prep work
* UV-Unwrap the object.
* It's best to use a manual unwrapping method (mark edges) as the smart UV unwrap leaves visible marks on the texture. (Although this might be solved when increasing the gap between islands)
* Make sure to have large gaps between islands (can a safe minimum be calculated?)
* Problem with visible seams in 3DPrint: is it because it's texture downsampling option?
* Open the texture and lay out the UV (or use Cycles to bake the 3D view to the texture)
* A texture of 2048x2048px should work fine for medium sized objects. Alpha enabled, 32 bit float unchecked.
* Save as a PNG file, so it's external to the project.
* connect your texture to the **Principaled BSDF shader**, and the shader to the material surface output. This might look bad, but otherwise the texture is not linked in the exported .mtl file.
* https://blender.stackexchange.com/questions/149081/mtl-file-after-exporting-comes-without-texture-map-map-kd
* Export as OBJ & set Path type: copy (blender copies texture file to destination folder)
===== Open object in 3D Sprint: =====
* Open the OBJ file (the texture file will be automatically loaded)
* Optionally make hollow, put in holes and perform pre-print checks
* Export 3D model as VRML (.wrl) file. (The texture file will be exported as well)
===== Then open object in 3DPrint: =====
* Open the exported .wrl file and check if the texture is present.
* Place on the build platform (the back end is more stable)
* Click 'Tools > Build Time Estimator' (button) to get info for the part cost excel file.
* Start printing
Notes
* The textures in 3DSprint might appear extremely low resolution. The VRML file however is exported in full resolution.
* This is a render setting (purely visual). Go to settings to change to high quality texture rendering.
* Blender: speckles on bake are caused by overlapping mesh geometry. Remesh and they should go away.
* 3DPrint: visible seams: avoid using a large texture file. Keep it 2x2K. Allow more space between islands.
* experiment with alpha or non-alpha