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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.

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Effect Controls

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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.