Grids & Checkers
The timeless checkerboard pattern, wrapped around your print. Grids & Checkers lays out a field of raised and lowered rectangles -- think chess boards, pixel art, or retro floor tiles pressed into 3D. It's deceptively simple: a few parameter tweaks turn a basic grid into anything from a subtle linen texture to a bold Mondrian-inspired surface.
Preview

Effect Controls
Interactive preview is available in the interactive reader.
Parameters
Count- Grid density -- how many cells per row and column. Go high for fine pixel grids, low for chunky tiles.
Fill- Probability each cell is "on." Set to 1.0 for a perfect alternating checkerboard; lower for a randomized patchwork.
Contrast- Brightness difference between raised and lowered cells. Max contrast = bold black & white squares.
Cell Size- Size of each rectangle relative to its grid cell. Smaller sizes leave gaps between cells.
Blur- Softens the edges between cells. A touch of blur turns hard-edged tiles into gentle rolling bumps.
Seed- Randomizes which cells are active when Fill is below 1.0. Same seed = same pattern every time.
Resolution- Texture resolution in pixels. Higher resolution keeps cell edges crisp.
Ratio- Aspect ratio of the texture. Adjust so squares stay square on your UV layout.
Depth (mm)- Displacement depth. Positive pushes tiles outward, negative carves them inward.
Tile U / Tile V- Repeats the grid around (U) and along height (V). Increase for seamless all-over tiling.
Rotation- Spins the grid. 45° turns a square grid into a diamond lattice.
Width Gain- Thickens extrusion lines over bright cells for a raised-tile look.
Flow Gain- Adds extra material flow on bright cells, making them physically taller.