Mesh Sculptor
Mesh Sculptor builds a high-resolution mesh: a profile spline (radius vs height) sweeps a 2D cross-section upward, and vertex effects displace the surface. Preview is solid mesh in the 3D viewer. Export is STL (and related mesh formats) so you can slice and print in another app—this module does not emit print G-code from 3dSynth.
Choose it from the empty canvas (or open a project that already uses it). If you know G-code Sculptor, the profile editor works the same way; everything after that is mesh-specific. Print presets stay global if you switch modules, but STL export does not embed machine G-code.
Quick start
- Define the silhouette in the profile editor (radius vs height), and set total height like any tall design.
- Pick a cross-section (circle, polygon, sine, custom curve, and more) and open the cross-section editor if you need to tune it.
- Set mesh quality (Draft → Ultra) to balance preview speed vs detail; use higher quality before final export.
- Add effects in the mesh effects stack (waves, noise, transforms, caps—mesh variants of many familiar ideas).
- Tune parameters until the mesh preview looks right; orbit and zoom the 3D viewer to check silhouette and fine detail.
- Export STL (or another mesh format from the export menu) and import the file into your slicer to generate G-code.
Mental model
The generator builds a swept surface: rings of vertices stack along the profile, then the effects stack moves vertices along normals (and global transforms where applicable). Normals update after the stack so lighting and export stay coherent.
- Profile: the radius–height silhouette (shared idea with G-code Sculptor).
- Cross-section: the ring shape extruded along that silhouette—bottom and optional top cross-section with blend if you need a different shape at the opening.
- Effects stack: ordered vertex modifiers; early passes establish broad shape, later passes add fine texture (see Effects stack).
- Shell: optional inner wall and thickness for hollow prints; caps close the mesh for watertight STL.
Step-by-step
1) Start with a readable base
Use a simple profile and a circle or basic polygon cross-section before piling on displacement. Open custom cross-section only when the silhouette needs it—see Custom cross-section.
2) Set height, quality, and shell
- Total height sets real-world scale for the mesh.
- Quality controls segment count (finer mesh = slower updates); bump quality for export when the surface looks faceted.
- Inner wall and wall thickness when you want a hollow part; toggle inner follows effects depending on whether the interior should copy surface ripples—details in Mesh Sculptor overview.
3) Add effects gradually
Add one mesh effect at a time and keep displacements moderate until the overall form reads clearly. Use smoothing-style parameters where the stack offers them to avoid sharp spikes.
4) Preview and export
Inspect the mesh from several angles. When satisfied, export STL, then slice with your usual profiles (temperatures, speeds, adhesion) in Cura, PrusaSlicer, OrcaSlicer, or similar. For export options and watertight behavior, see Mesh Sculptor overview and Exporting 3D models.
5) If something looks wrong
Check on-screen warnings, lower effect strength or raise quality, and simplify the cross-section or profile before fighting every knob at once.
Where to go next: Mesh Sculptor overview · Effects stack · Custom cross-section · Exporting 3D models · Interface overview · Getting Started