# BumpMesh by CNC Kitchen **Live:** https://bumpmesh.com **GitHub:** https://github.com/CNCKitchen/stlTexturizer A browser-based tool for applying surface displacement textures to 3D meshes — no installation required. Load an STL, OBJ, or 3MF file, pick a texture, tune the parameters, and export a new displaced STL ready for slicing. ## Features ### Textures - **24 built-in seamless textures** — basket, brick, bubble, carbon fiber, crystal, dots, grid, grip surface, hexagon, hexagons, isogrid, knitting, knurling, leather 2, noise, stripes (×2 variants), voronoi, weave (×3 variants), wood (×3 variants) - **Custom textures** — upload your own image as a displacement map - **Texture smoothing** — configurable blur to soften the displacement map before applying ### Projection Modes - **Triplanar** (default) — blends three planar projections based on surface normals; best for complex shapes - **Cubic (Box)** — projects from 6 box faces with edge-seam blending and smart axis dominance - **Cylindrical** — wraps texture around a cylindrical axis with configurable cap angle - **Spherical** — maps texture spherically around the object - **Planar XY / XZ / YZ** — flat axis-aligned projections ### UV & Transform Controls - **Scale U/V** — independent or locked scaling (0.05–10×, logarithmic) - **Offset U/V** — position the texture on each axis - **Rotation** — rotate texture before projection - **Seam Blend Strength** — softens hard edges where Cubic/Cylindrical projection faces meet - **Seam Band Width** — controls blending zone width at seam edges - **Cap Angle** (Cylindrical) — threshold for switching to top/bottom cap projection ### Displacement - **Amplitude** — scales displacement depth from 0 % to 100 % - **Symmetric displacement** — 50 % grey stays neutral, white pushes out, black pushes in (preserves volume) - **3D displacement preview** — real-time GPU-accelerated preview toggle showing actual vertex displacement - **Amplitude overlap warning** — alerts when depth exceeds 10 % of the smallest model dimension ### Surface Masking - **Angle masking** — suppress texture on near-horizontal top and/or bottom faces (0°–90° threshold each) - **Face exclusion / inclusion painting** — paint individual faces to exclude (orange) or exclusively include (green) them - Brush tool — single-triangle click or adjustable-radius circle brush - Bucket fill — flood-fills adjacent faces up to a configurable dihedral-angle threshold - Erase — hold Shift to undo painted faces - Clear all — reset masking ### Mesh Processing - **Adaptive subdivision** — subdivides edges until they are ≤ a target length; respects sharp creases (>30° dihedral) - **QEM decimation** — simplifies the result to a target triangle count using Quadric Error Metrics with boundary protection, link-condition checks, normal-flip rejection, and crease preservation - **Safety cap** — hard limit of 10 M triangles during subdivision to prevent out-of-memory ### 3D Viewer - **Orbit / pan / zoom** controls - **Wireframe toggle** — visualise mesh topology - **Mesh info** — live triangle count, file size, bounding-box dimensions - **Grid & axes indicator** — X = red, Y = green, Z = blue - **Place on Face** — click a face to orient it downward onto the print bed ### File Support - **.STL** — binary and ASCII - **.OBJ** — via Three.js OBJLoader - **.3MF** — ZIP-based format (via fflate decompression) ### Export - Downloads a **binary STL** with displacement baked in - Progress reporting through subdivision → displacement → decimation → writing stages - Configurable edge-length threshold and output triangle limit ### Other - **Light / Dark theme** — respects OS preference, persisted per browser - **Multilingual** — English and German UI with auto-detection ## Usage 1. Open `index.html` in a modern browser (Chrome, Edge, Firefox, Safari). 2. Drop a model onto the viewport or click **Load STL…** (supports STL, OBJ, 3MF). 3. Select a texture preset from the sidebar (or upload a custom image). 4. Choose a projection mode and adjust UV scale, offset, rotation, and amplitude. 5. Optionally mask or exclude surfaces with the angle sliders or paint tools. 6. Click **Export STL** to download the displaced mesh. > **Note:** All processing runs entirely in the browser — no data is uploaded to any server. ## Project Structure ``` index.html # Main entry point style.css # Styles (light / dark theme) logo.png # Favicon & header logo CNAME # Custom domain (bumpmesh.com) textures/ # Built-in JPG/PNG displacement map images (24 textures) js/ main.js # App bootstrap & UI wiring viewer.js # Three.js scene / camera / controls stlLoader.js # Binary & ASCII STL parser presetTextures.js # Built-in texture presets + custom upload previewMaterial.js # Three.js material for live & displacement preview mapping.js # UV projection logic (7 modes) displacement.js # Vertex displacement baking subdivision.js # Adaptive mesh subdivision decimation.js # QEM mesh decimation exclusion.js # Face exclusion / inclusion painting exporter.js # Binary STL export i18n.js # Translations (EN / DE) ``` ## Run Locally All processing runs entirely in the browser — no backend or build step is needed. You just need a local HTTP server because browsers block ES module imports and texture loading from `file://` URLs. ```bash # Clone the repository git clone https://github.com/CNCKitchen/stlTexturizer.git cd stlTexturizer ``` Then start any static file server from the project root. Pick whichever you have installed: **Python (3.x)** ```bash python -m http.server 8000 ``` **Python (2.x)** ```bash python -m SimpleHTTPServer 8000 ``` **Node.js (npx, no install needed)** ```bash npx serve . ``` **PHP** ```bash php -S localhost:8000 ``` Open http://localhost:8000 in your browser and you're ready to go. > **Tip:** Any static server will work — the app has no server-side dependencies. ## Dependencies Loaded via CDN — no build step needed: - [Three.js](https://threejs.org/) v0.170.0 (including STLLoader, OBJLoader, OrbitControls, etc.) - [fflate](https://github.com/101arrowz/fflate) v0.8.2 — ZIP decompression for .3mf files ## License MIT — see [LICENSE](LICENSE).