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
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
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
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