Simulators
The Playground
The point of this fork was never a set of presets that work. It was a playground: mix, stack, experiment, and see what surface comes out. These are the same tools the feature pages use, with all the knobs left on.
Everything here runs the slicer's own maths in your browser. The colour compositing is
ColorSci::blend_stacked, the dither is build_dithered_tools_*, and
the colour distance is CIEDE2000. Nothing is sent anywhere, nothing needs the app open, and a
recipe you land on here is a recipe you can build in the Painter's Pro department.
-
The Colour Mixer
The big one. A filament library with real TD values, both Sandwich zones, every pass kind, and the printed colour resolving live. Compare two recipes side by side and read the ΔE between them.
real optics real dither -
Gamut & colour match
Everything four filaments can reach by stacking, and an inverse ΔE2000 search: name a colour, get the closest recipe your spools can actually print, with an honest number for how close that is.
ΔE2000 -
Pattern lab
Every ColorStitch style with the real Bresenham underneath: blends, stripes, weaves, hand-typed strings. It reports how many tools a pass actually spends, which is the number that reaches the wipe tower.
real algorithm -
PathBlend staircase
Drag the two ADV handles and watch the physical ramp rebuild itself, one print-height step per fill line, with the optical gradient it produces underneath.
real geometry -
TD explorer
One filament over one base. The whole feature pack rests on this curve, and it is worth ten minutes of pulling the slider around before you tune anything else.
Beer–Lambert -
Layer height curve
Draw a height curve over real layer bands, with control points and per-segment tension, and watch the bands redraw underneath it as you drag.
bands from the curve -
Settings that follow the height
Draw a curve on the sparse infill width and watch the grid open and close at constant density, or put it on fuzzy skin and give the wall a rough band with a smooth base and a smooth top.
real spacing maths
A few things to try
- Load a clear filament into a slot and put it on top of everything. Translucent plastic is where most of the reachable colour lives, and a set of four opaque spools has a surprisingly small gamut.
- Swap two passes in the stack and watch the colour move. The order is not decorative: light is absorbed on the way down and again on the way back up.
- Shrink the surface until the dither has a dozen lines to work with. That is what happens on a small part, and it is the difference between a blend and a set of stripes.
- Pick a colour you actually want in the matcher and see whether your filaments can get there. A ΔE above 5 is the honest answer that they cannot.