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3D-print softwarePrototype2026

Bake real surface texture into a model, so the texture is in the geometry, not just painted on.

one base shape, a whole product range
1 → N
one base shape, a whole product range
displacement modes
2
displacement modes

The problem

What people put up with

A textured finish usually means sculpting it by hand in Blender or using the slicer's fuzzy skin, which is random noise. Neither gives a repeatable, designed pattern you can sell as a product range.

The odd angle

The insight

Treat texture as data. Subdivide the mesh evenly, push each vertex along its normal by a texture value, and keep wall thickness and fine detail protected. One base model and ten textures give ten products.

The approach

How we built it

  1. 1

    Even subdivision first

    We subdivide by edge length and equalise the triangles, so the displacement has enough even detail and doesn't stretch on large flat faces.

  2. 2

    Displace with guard rails

    Displacement can go outward only, or in and out. A wall-thickness guard and a detail-protection pass make sure the result still prints.

  3. 3

    Per-surface control

    Texture can be applied to chosen surfaces, using a radius and angle threshold, so rims and bases stay clean.

What it does

Features

  • Live texture preview
  • Outward-only or symmetric displacement
  • Wall-thickness and detail protection
  • Per-surface selection by radius and angle
  • Save presets as product configs

The hard parts

What fought back

Millions of triangles in a browser

Fine texture needs dense meshes. Baking runs off the main thread and simplifies the mesh before export, so the page stays responsive.

What's next

On the roadmap

  • Seamless texture tiling on curved surfaces
  • Export straight to the Bracelet Studio charm pipeline