projet_cjp_660:blender_workflow_for_color_printing

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projet_cjp_660:blender_workflow_for_color_printing [2020/02/21 06:23]
formlab created
projet_cjp_660:blender_workflow_for_color_printing [2020/02/25 00:19]
formlab
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 ====== Blender workflow for color printing ====== ====== Blender workflow for color printing ======
  
-  * In Blender: +===== In Blender: ===== 
-    * Do your generic 3D print prep work + 
-    * UV-Unwrap the object. +  * Do your generic 3D print prep work 
-      * It's best to use a manual unwrapping method (mark edges) as the smart UV unwrap leaves visible marks on the texture. <wrap hi>(Although this might be solved when increasing the gap between islands)</wrap> +  * UV-Unwrap the object. 
-      * Make sure to have large gaps between islands <wrap hi>(can a safe minimum be calculated?)</wrap> +    * It's best to use a manual unwrapping method (mark edges) as the smart UV unwrap leaves visible marks on the texture. <wrap hi>(Although this might be solved when increasing the gap between islands)</wrap> 
-    * Open the texture and lay out the UV (or use Cycles to bake the 3D view to the texture) +    * Make sure to have large gaps between islands <wrap hi>(can a safe minimum be calculated?)</wrap> 
-      * A texture of 2048x2048px should work fine for medium sized objects. Alpha enabled, 32 bit float unchecked. +    * <wrap hi>Problem with visible seams in 3DPrint: is it because it's texture downsampling option?</wrap> 
-    * Save as a PNG file, so it's external to the project. +  * Open the texture and lay out the UV (or use Cycles to bake the 3D view to the texture) 
-    * 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. +    * A texture of 2048x2048px should work fine for medium sized objects. Alpha enabled, 32 bit float unchecked. 
-      * https://blender.stackexchange.com/questions/149081/mtl-file-after-exporting-comes-without-texture-map-map-kd +  * Save as a PNG file, so it's external to the project. 
-    * Export as OBJ & set Path type: copy (blender copies texture file to destination folder) +  * 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. 
-  In 3D Sprint:  +    * https://blender.stackexchange.com/questions/149081/mtl-file-after-exporting-comes-without-texture-map-map-kd 
-    * Open the OBJ file (the texture file will be automatically loaded) +  * Export as OBJ & set Path type: copy (blender copies texture file to destination folder) 
-    * 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) +===== In 3D Sprint: ===== 
-  In 3DPrint: + 
-    * open the exported .wrl file and check if the texture is present. +  * Open the OBJ file (the texture file will be automatically loaded) 
-    * place on the build platform and start printing+  * 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) 
 + 
 +===== In 3DPrint: ===== 
 + 
 +  * open the exported .wrl file and check if the texture is present. 
 +  * place on the build platform and start printing
  
  
  • projet_cjp_660/blender_workflow_for_color_printing.txt
  • Last modified: 2020/02/25 00:19
  • by formlab