* 3D printing * CNC milling \\ :::terminology:::: Cellular aggregation, lamination, stitch cut, perforations, unrolled shapes, meandering curve, ==== Render Settings ==== * create shape * create ground plane * create directional light * turn on ray trace shadows * set up camera * view/camera settings/resolution gate * Render Settings * Anti-alias quality -> production * Background color * under Environment * shader, hypershade * blinn and assign material to selection * common material attributes/incandecence * specular shading/reflectivity * * Texture * create/2d/file * open file via file node * middle click on file node and drag and drop on material node * and connect outColor to material color attribute * (UV noise) * skydome * nurbs dome over scene * high incandecence value * final gather (bouncing light around) * trace depth: 2 * render stats * one sided * ground plane * alpha ramp * so it blends out, no horizon line