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] – created formlabprojet_cjp_660:blender_workflow_for_color_printing [2022/09/30 02:49] (current) – [Then open object in 3DPrint:] formlab
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 ====== Blender workflow for color printing ====== ====== Blender workflow for color printing ======
  
-  * In Blender: +===== 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. <wrap hi>(Although this might be solved when increasing the gap between islands)</wrap> +
-      * Make sure to have large gaps between islands <wrap hi>(can a safe minimum be calculated?)</wrap> +
-    * 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) +
-  * 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) +
-  * In 3DPrint: +
-    * open the exported .wrl file and check if the texture is present. +
-    * place on the build platform and start printing+
  
 +  * 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. <wrap hi>(Although this might be solved when increasing the gap between islands)</wrap>
 +    * Make sure to have large gaps between islands <wrap hi>(can a safe minimum be calculated?)</wrap>
 +    * <wrap hi>Problem with visible seams in 3DPrint: is it because it's texture downsampling option?</wrap>
 +  * 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 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.   * 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.   * 3DPrint: visible seams: avoid using a large texture file. Keep it 2x2K. Allow more space between islands.
     * experiment with alpha or non-alpha     * experiment with alpha or non-alpha
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  • Last modified: 2020/02/21 06:23
  • by formlab