Tool Guide

Detailed instructions for every tool in the Karaslice workbench β€” what it does, how to use it, and every setting explained.

Open Karaslice Workbench
Typical workflow:β†’β†’β†’β†’β†’β€” with Edit, Reconstruct, AI tools, Smart Split, Paint, and Conform stepping in as the mesh demands.

Promarks tools included in the Pro plan.

Import a 3D Model

Import & Scene

Brings your 3D model into the workspace so you can analyze, repair, slice, and prepare it for printing. You can drag and drop files anywhere in the editor, or use the Import File / Upload 3D Model button. Supported formats are STL, OBJ, 3MF, GLB, GLTF, FBX, and Karaslice project files (QDT); dropping several files at once loads each one as its own object, placed side by side on the build area. Imported models are also saved to your cloud file library in the background so the AI-powered tools (like Smart Split and AI Tools) can work on them.

When to use: This is the first step of every job β€” use it whenever you want to start working on a model, add more models to the scene, or reopen a project file you exported earlier.
β–ΈHow to use
  1. Open the Import panel from the left activity bar (or just drag a file into the editor window).
  2. Click the upload button (Import File in the newer editor, Upload 3D Model in the classic editor) and choose a file, or drop one or more files onto the viewport.
  3. Wait a moment while the model loads β€” the camera automatically frames the new model and it becomes the selected object.
  4. If you dropped multiple files, each becomes a separate object arranged next to the others; click any object to select it.
  5. Importing a Karaslice project file (QDT) also restores its build plates and slicer settings, with each object placed back on its plate.

Settings

  • Supported formats β€” STL, OBJ, 3MF, GLB, GLTF, FBX, QDT: the file types the editor can load
  • Maximum file size β€” 150 MB per file: files above this cannot be saved to your cloud library, so cloud-based tools will not be available for them
Example: Drag three STL files for a multi-part bracket into the editor. Each part loads as its own object, lined up side by side, and the camera frames the first one so you can start checking each part for printability.

My Files

Import & Scene

Your personal cloud library of previously uploaded models, shown inside the Import panel. Every model you import is saved to your account (up to 1 GB of storage), so you can reload it later from any device without keeping the original file around. Each entry shows the file name, upload date, and size.

When to use: Use it to reopen a model you worked on before, to load your models on a different computer, or to clean out old uploads when you approach the 1 GB storage limit.
β–ΈHow to use
  1. Open the Import panel and find the My Files section (in the classic editor, click the My Files header to expand it).
  2. Click Refresh if you have uploaded files recently and don't see them.
  3. Click a file (classic editor) or its load button (newer editor) to download it and load it into the scene like a fresh import.
  4. In the newer editor, use the trash button next to a file to permanently remove it from your library and reclaim storage space.

Settings

  • Account storage β€” 1 GB total: when the quota is reached, new uploads are refused until you delete older files
Example: You prepared a helmet model at home and want to keep tweaking it at the shop. Open the Import panel on the shop computer, expand My Files, and click the helmet file to load the exact copy you uploaded yesterday.

Model Details & Service Compatibility

Import & Scene

A live readout of the loaded model: file name, format, file size, triangle count, and its dimensions on all three axes. Below it, a Service Compatibility checklist shows at a glance which processing services can handle a file of this size β€” Local Repair works with any size, while Cloud Repair, AI Tools, and Quote Upload each accept files up to 150 MB. A green check means compatible, an amber icon warns when the file is close to a limit, and a red icon means the file is too large for that service.

When to use: Check it right after importing to confirm the model's size and scale, and before sending large models to cloud services so you aren't surprised by a size rejection mid-job.
β–ΈHow to use
  1. Import a model, then open the Import panel.
  2. Read the Name, Format, Size, Triangles, and Dim X / Y / Z rows to confirm the right file loaded at the right scale.
  3. Check the Service Compatibility list before starting a cloud job β€” if a row shows red, reduce the mesh (for example by decimating it) before using that service.
  4. Use the units selector at the bottom of the panel to view the dimensions in mm, cm, or inches.
Example: After importing a 140 MB scan, the panel shows amber warnings on Cloud Repair and AI Tools β€” the file fits, but only just. You decide to decimate it first so the cloud jobs run comfortably.

Display Units

Import & Scene

Switches the measurement readouts between millimeters, centimeters, and inches. This only changes how dimensions are displayed β€” it never resizes or rescales your model. Millimeters is the default.

When to use: Use it when you think in inches, or when double-checking that an imported model is at the scale you expect (a 2-inch part that reads 50.8 mm is correct; one that reads 5 mm was exported at the wrong scale).
β–ΈHow to use
  1. In the classic editor, use the mm / cm / in selector at the bottom of the Import panel to change the model-details readout, or the matching switch in the top toolbar to change the dimensions shown there.
  2. Read the updated dimensions β€” inches are shown with two decimal places, metric units with one or two.

Settings

  • Units β€” mm / cm / in (mm): changes how dimensions are displayed; the model itself is unchanged
Example: You imported a fender model dimensioned in inches from CAD. Flip the units to "in" and confirm the readout shows 36.00 in across, matching the drawing.

Scene Objects List

Import & Scene

Every model and shape in your workspace appears in the Scene Objects list, where you can select, rename, duplicate, or delete objects. Deleting an object removes it and everything tied to it (plate membership, paint, and part links), but every action is recorded so Ctrl+Z brings it back. Quick Actions on the selected object let you snap it back to the center of the build area or duplicate it with one click.

When to use: Use it whenever you work with more than one model at a time β€” to switch which object the tools act on, to keep a tidy naming scheme for multi-part jobs, or to clear out test shapes.
β–ΈHow to use
  1. Open the Model panel (the list also appears in the newer editor's Import panel as Current Scene).
  2. Click an object's name to select it β€” the selection drives every other panel (Analyze, Repair, Slice, and so on).
  3. Click the pencil icon to rename an object; press Enter to confirm or Escape to cancel.
  4. Click the trash icon to remove an object from the scene (undo with Ctrl+Z if you change your mind).
  5. With an object selected, use Center to Origin to move it back to the middle of the build area, or Duplicate Object to place a copy beside it.

Shortcuts: Ctrl+Z undo, Ctrl+Shift+Z or Ctrl+Y redo

Example: You've imported a car door panel plus two test cubes. Select each cube in the Scene Objects list and delete it, then rename the remaining object "door-outer" so it's easy to identify in the Objects panel later.

Create Primitive Shapes

Import & Scene

Adds parametric basic shapes β€” box, cylinder, sphere, and cone β€” directly to the scene from the Model panel. Set the dimensions before you click Create, and adjust them at any time afterward in the Parameters section while the shape is selected. New shapes are placed sitting on the build surface next to your existing objects so nothing overlaps. Primitives are the raw material for boolean operations: create a cylinder, position it, and subtract it to bore a hole.

When to use: Use primitives to build simple jigs and spacers, to add alignment or test geometry, or as cutting tools for the Boolean Union / Subtract operations.
β–ΈHow to use
  1. Open the Model panel and find the Create Primitive section.
  2. Enter the dimensions you want for the shape (all sizes are in millimeters).
  3. Click the Create / Add button for that shape β€” it appears on the build surface beside your other objects and becomes selected.
  4. Use the Transform tools to position it, and edit its numbers later in the Parameters section that appears while it is selected.

Settings

  • Box β€” width / height / depth, minimum 0.1 mm each (20 x 20 x 20 mm): the box's dimensions
  • Cylinder β€” radius and height minimum 0.1 mm, segments minimum 3 (radius 10 mm, height 20 mm, 32 segments): size and roundness of the cylinder
  • Sphere β€” radius minimum 0.1 mm, segments minimum 3 (radius 10 mm, 32 segments): size and smoothness of the sphere
  • Cone β€” radius and height minimum 0.1 mm, segments minimum 3 (radius 10 mm, height 20 mm, 32 segments): size and roundness of the cone
Example: To bore a 6 mm hole through a bracket, create a cylinder with radius 3 and height 30, move it through the bracket where the hole should go, then run Boolean Subtract.

Transform Tools & Grid Snap

Import & Scene

Move, Rotate, and Scale buttons in the Model panel attach a 3D handle (gizmo) to the selected object so you can drag it around the build area, spin it, or resize it. Clicking the active mode again puts the gizmo away. A Snap to Grid toggle keeps movement locked to clean increments so parts line up precisely.

When to use: Use it to arrange multiple parts on the build area, orient a model for better printing, or resize a part β€” with snapping on when placement needs to be exact.
β–ΈHow to use
  1. Select an object in the scene or in the Scene Objects list.
  2. In the Model panel's Transform section, click Move, Rotate, or Scale to show that gizmo on the object.
  3. Drag the gizmo's arrows, rings, or handles in the viewport to transform the object.
  4. Toggle Snap to Grid and set the grid step (in mm) to control movement precision.
  5. Click the active mode button again to hide the gizmo when you're done.

Settings

  • Gizmo mode β€” Move / Rotate / Scale (off): which transform handle is shown on the selected object
  • Snap to grid β€” on/off (on): locks dragging to fixed increments
  • Grid size β€” minimum 0.1 mm (1 mm): the movement increment used when snapping is on
Example: With Snap to Grid on and the grid set to 5 mm, drag two halves of a split model until they sit exactly 5 mm apart for a test fit on one plate.

Boolean Union & Subtract

Import & Scene

Combines two objects in the scene into one solid (Union) or carves one object out of the other (Subtract). The two originals are replaced by a single new object, and the step is undoable. If a boolean fails, the meshes usually have surface problems β€” running Repair first typically fixes it. This works on imported models and created primitives alike.

When to use: Use Union to fuse assembled parts into one printable solid, and Subtract to cut holes, pockets, or clearances using a primitive as the cutting tool.
β–ΈHow to use
  1. Place at least two objects in the scene and position them so they overlap where you want them joined or cut.
  2. Select the object you want to keep as the base (Subtract removes the other object's volume from it).
  3. In the Model panel's Boolean section, click Union to merge or Subtract to cut.
  4. The result appears as a new combined object; press Ctrl+Z to get the two originals back if needed.
  5. If you see a failure message, run Repair on the objects and try again.
Example: Union a nameplate with its mounting base so they print as one piece, or subtract a cylinder from a knob to create its shaft hole.

Objects Panel β€” Print Order & Include/Skip

Import & Scene

The Objects panel shows a tree of everything in the scene with each object's position in the print sequence. The eye toggle temporarily excludes an object from printing without deleting it, and the up/down arrows change the order objects print in β€” which matters for sequential (one-object-at-a-time) printing, where the order feeds the printer-collision check. Each row's number shows where that object falls in the sequence.

When to use: Use it on multi-object jobs β€” to print only some of the loaded parts, or to control the order parts are printed in when printing objects one at a time.
β–ΈHow to use
  1. Open the Objects panel from the activity bar.
  2. Click an object in the tree to select it.
  3. Click the eye icon to skip an object from the print (click again to include it).
  4. Use the up/down chevrons on a row to print that object earlier or later in the sequence.
  5. All of these changes are undoable with Ctrl+Z.
Example: You have four parts loaded but only need three for this run. Toggle the eye off on the spare part, then move the tallest part last in the print order so the printer head clears the shorter ones first.

Analyze Mesh

Analyze

Runs a full geometric health check on the loaded model and reports its key statistics: triangle and vertex counts, surface area, volume, bounding-box size, and whether the mesh is watertight (fully closed) and manifold (cleanly connected). It also counts problem spots β€” open edges and non-manifold edges β€” so you know at a glance whether the model is ready to print or needs repair.

When to use: Run this first on every imported model, and again after any repair or edit, to confirm the mesh is closed and printable before slicing.
β–ΈHow to use
  1. Import a model into the workspace (the panel shows an empty-state hint until a mesh is loaded).
  2. Open the Analyze panel from the side navigation.
  3. Click "Analyze Mesh" (classic view) or "Run Analysis" (new 3D view). The classic view walks through its steps β€” analyzing geometry, then estimating wall thickness β€” with a progress bar.
  4. Read the results: a green check means the mesh is watertight; a yellow warning means issues were detected, with open-edge and non-manifold-edge counts listed below the stats.
  5. After any edit or repair, click "Re-analyze" / "Re-run Analysis" to refresh the numbers.

Settings

  • Display units (classic) β€” mm, cm, or in (follows the app-wide unit setting): surface area and volume convert to the chosen unit; the new 3D view reports in mm
  • Watertight (classic) β€” a mesh is called watertight only when it has zero open edges and zero non-manifold edges
  • Watertight / Manifold (new 3D view) β€” shown as two separate badges: Watertight means zero open edges; Manifold means zero non-manifold edges

Shortcuts: In the classic view's built-in command terminal, type `analyze` to run analysis.

Quality Score

Analyze

A 0–100% report card for your mesh, shown after analysis in the classic view. It breaks quality into four sub-scores β€” Topology, Watertight, Normals, and Geometry β€” each with its own bar, plus an overall score that is the average of the four. Colors make it readable at a glance: green for healthy, yellow for borderline, red for poor.

When to use: Use it as a quick before/after gauge when repairing a mesh, or to decide whether a downloaded model is clean enough to slice as-is.
β–ΈHow to use
  1. Run "Analyze Mesh" in the classic view's Analyze panel.
  2. Scroll to the Quality Score card below the analysis results.
  3. Check the overall percentage and the four sub-score bars to see where problems concentrate (e.g., a low Watertight score points to holes; a low Normals score points to inconsistent face orientation).
  4. Repair the mesh, then re-analyze to watch the score improve.

Settings

  • Score colors β€” green at 80% and above, yellow from 50–79%, red below 50%
  • Overall score β€” the average of the Topology, Watertight, Normals, and Geometry sub-scores
  • Watertight sub-score β€” capped at 95% whenever any non-manifold edges are present, since those alone prevent a truly sealed mesh

AI Analysis (Mesh Classification)

Analyze

Classifies what kind of object your mesh is and recommends the best repair approach for it. It labels the mesh as one of four types β€” solid body, thin shell, multi body, or surface patch β€” suggests a repair strategy (topology repair, solid voxel, shell voxel, point cloud, or manual), and shows a confidence percentage with plain-language reasoning. It can also identify the object itself (for example a car body panel, bracket, or enclosure) and warn about things to watch, such as intentional openings that a repair should not seal shut.

When to use: Use it when you are unsure how to fix a damaged model β€” it tells you whether the mesh is a solid or a thin shell and which repair path suits it, which matters because the wrong approach can destroy thin walls or seal intentional openings.
β–ΈHow to use
  1. Run mesh analysis first (in the classic view this happens automatically as part of "Analyze Mesh"; the classification badges appear with the results).
  2. In the new 3D view, click "AI Analysis" after "Run Analysis" completes.
  3. Read the badges: mesh type, recommended repair strategy, and confidence percentage.
  4. Review the description of what the object was identified as, the reasoning line, and any yellow warnings before starting a repair.
  5. Click "Re-run AI Analysis" (new 3D view) or "Re-analyze" (classic) after making changes.

Settings

  • Mesh type β€” one of: solid body, thin shell, multi body, surface patch
  • Repair strategy β€” one of: topology repair, solid voxel, shell voxel, point cloud, manual
  • Confidence β€” shown as a percentage (0–100%)

Defect Overlays

Analyze

Paints your mesh's problems directly onto the 3D model so you can see exactly where they are. Four color-coded layers are drawn: open edges as red lines, non-manifold edges as orange lines, sliver (needle-thin) triangles as translucent magenta faces, and inverted (inside-out) faces as translucent cyan faces. Each layer has its own checkbox with a live count, and the overlays follow the model if you move or rotate it.

When to use: Use it after analysis reports issues, to see where the holes, bad joints, or flipped faces actually sit on the model before deciding between a basic repair and Deep Repair.
β–ΈHow to use
  1. Load a mesh and open the Analyze panel.
  2. Classic view: click "Show Defect Edges" to compute and display the overlays. New 3D view: click "Run Analysis" β€” overlays turn on automatically, and the master switch next to "Defect Overlays" shows or hides them.
  3. Use the four checkboxes (Open edges, Non-manifold edges, Sliver triangles, Inverted normals) to isolate one defect type at a time; the number beside each shows how many were found.
  4. Orbit and zoom the viewport to locate the highlighted trouble spots on the model.
  5. Classic view: click "Hide Overlays" to clear the display. Overlays are cleared automatically when a repair or edit replaces the mesh, since they describe the old geometry.

Settings

  • Open edges β€” red lines; on by default
  • Non-manifold edges β€” orange lines; on by default
  • Sliver triangles β€” translucent magenta faces; on by default (classic flags triangles with an aspect ratio above 20:1)
  • Inverted normals β€” translucent cyan faces; on by default
  • Mesh size limit (classic) β€” overlay computation is skipped on meshes over 2,000,000 triangles to keep the app responsive

Shortcuts: Classic view also has a quick overlay toggle button in the viewport toolbar.

Shell Detection

Analyze

Finds every separate, disconnected piece ("shell") hiding inside your mesh file. Many downloaded models secretly contain stray fragments β€” floating debris, duplicated surfaces, or leftover scan noise β€” that cause slicing problems. The results show the total shell count, the size of the largest shell, and how many "tiny" shells (under 1% of the model's triangles) were found, with a per-shell list when the model has 20 shells or fewer.

When to use: Use it when a model slices strangely, reports more than one shell after analysis, or came from a 3D scan β€” disconnected fragments are a common hidden cause of print failures.
β–ΈHow to use
  1. Load a mesh and open the Analyze panel in the classic view.
  2. Scroll to the Shells section and click "Detect Shells".
  3. Review the summary: total shells, largest shell's triangle count, and the tiny-shell count (highlighted in yellow when present).
  4. If the model has 20 or fewer shells, browse the list to see each shell's triangle count β€” the largest shell is listed first.
  5. Click "Re-analyze Shells" after any edit to refresh the breakdown.

Settings

  • Tiny shell threshold β€” a shell counts as "tiny" when it has fewer than 1% of the mesh's total triangles
  • Per-shell list β€” shown only when the model has 20 shells or fewer
  • Mesh size limit β€” models over 5,000,000 triangles are reported as a single shell rather than fully decomposed

Remove Tiny Shells

Analyze

One-click cleanup that deletes the stray fragments found by Shell Detection. Anything smaller than 1% of the model's triangles (with a floor of 10 triangles) is removed, leaving the main body of the model intact. The cleaned version is loaded into the viewport and saved as a repair candidate so you can compare or revert.

When to use: Use it right after Shell Detection flags tiny shells β€” especially on 3D scans and repaired downloads β€” to strip debris before slicing or further repair.
β–ΈHow to use
  1. Run "Detect Shells" in the classic view's Analyze panel.
  2. If tiny shells were found, a yellow "Remove N tiny shells" button appears β€” click it.
  3. The cleaned mesh replaces the current one in the viewport and a notification confirms how many shells were removed.
  4. Re-run "Analyze Mesh" afterwards, since removal invalidates the previous analysis results.

Settings

  • Removal threshold β€” shells below 1% of total triangles are removed, and never anything smaller than a 10-triangle minimum threshold

Recommended Repair Path

Analyze

A guided next-step card that appears after analysis whenever the mesh is not watertight. It weighs how damaged the model is and steers you to the right fix: for minor damage it suggests basic topology repair, and for significant damage it recommends Deep Repair β€” the cloud service that rebuilds topology, resolves non-manifold geometry, and remeshes while preserving detail. One click takes you to the Repair panel and starts the recommended job.

When to use: Follow it whenever analysis says the mesh isn't watertight and you're not sure how aggressive a repair is needed β€” it saves guessing between the local and cloud repair paths.
β–ΈHow to use
  1. Run "Analyze Mesh" in the classic view on a model with issues.
  2. Read the "Recommended Repair Path" card that appears at the bottom of the Analyze panel.
  3. For minor issues, click "Start Basic Repair" β€” the app switches to the Repair panel and runs an automatic topology repair with before/after comparison.
  4. For significant damage, click "Start Deep Repair" β€” the app switches to the Repair panel, opens the Deep Repair section, and submits the cloud repair job.
  5. When the repair finishes, re-analyze to confirm the mesh is now watertight.

Settings

  • Severity rule β€” damage counts as significant when open edges exceed 1% of the mesh's edges or non-manifold edges exceed 0.5%; below that, basic repair is suggested

Auto Repair (Repair Mesh)

Repair

One-click topology repair that runs entirely in your browser. In a single pass it welds split seams, removes zero-area and duplicate triangles, makes all faces point the same way, corrects a globally inside-out mesh, and fills open holes. If the mesh still is not watertight afterward, it automatically attempts a boolean self-union to close what remains, and it reports exactly what was fixed.

When to use: First stop for any downloaded or exported model that fails analysis: not watertight, inverted normals, duplicate or degenerate faces, small holes. Run it before slicing or Smart Split.
β–ΈHow to use
  1. Load a mesh, then open the Repair panel.
  2. Click "Repair Mesh" under Topology Repair.
  3. Watch progress on the button and in the Pipeline Log drawer, which opens automatically.
  4. Read the result card: a green check means the mesh is watertight; a yellow warning means a partial repair, with per-fix counts (degenerate triangles removed, duplicates removed, winding fixed, holes filled, weld tolerance used).
  5. If issues remain, follow the suggestion to try Deep Repair or Reconstruct.
  6. Use the compare toggle to flip between the original and repaired mesh, or undo to revert.

Settings

  • No adjustable settings β€” the weld tolerance is chosen automatically from the mesh's own gap sizes (0 when exact vertex matching already closes all seams)
  • Size limit β€” meshes over 8,000,000 triangles are refused in-browser with a message directing you to Deep Repair (Cloud)
Example: A downloaded figurine shows "not watertight" in Analyze. Repair Mesh removes 214 degenerate triangles, welds seams at Β±0.0100 mm, fills 3 holes, and the result card reads "Mesh is watertight" β€” ready to slice.

Compare Original / Repaired

Repair

A before-and-after toggle that appears after a repair. It swaps the pre-repair geometry back into the viewport in place β€” cut planes and split state are preserved β€” so you can visually confirm the repair didn't distort your model.

When to use: After any repair, to verify the fix preserved the shape you care about (sharp edges, thin details, intentional openings).
β–ΈHow to use
  1. Run Repair Mesh (or any quick-fix tool) so an original snapshot exists.
  2. Click "Show Original" to see the mesh as it was before the repair.
  3. Click "Show Repaired" to swap back.
  4. If you prefer the original, use Undo to revert the repair permanently.
Example: After repairing a scanned bust, toggle Show Original to confirm the nose detail survived the seam welding.

Recalc Normals

Repair

Recomputes the surface normals of every vertex from the surrounding triangles. Fixes shading artifacts and lighting glitches after edits, and gives downstream tools a clean sense of which way the surface faces.

When to use: When the model renders with strange dark patches or faceted lighting, or after operations that changed the geometry.
β–ΈHow to use
  1. Load a mesh and open the Repair panel.
  2. Click "Recalc Normals" (in Quick Fix Tools on classic, Local Repair Tools on r3f).
  3. The viewport updates immediately; use Undo if the result looks wrong.
Example: A model imported from OBJ looks blotchy under the viewport lights β€” Recalc Normals restores smooth, even shading.

Flip Normals

Repair

Turns the mesh inside-out on purpose: reverses the winding order of every triangle and negates its normals. Use it when a model was exported facing the wrong way and appears hollow or invisible from the outside.

When to use: When the whole model looks inverted β€” you can see through the outside but the inside renders solid. For a mesh where only some faces are wrong, use Auto Repair instead, which fixes winding consistency per-triangle.
β–ΈHow to use
  1. Load a mesh and open the Repair panel.
  2. Click "Flip Normals".
  3. Check the viewport β€” the surface should now face outward. Click again (or Undo) to reverse.
Example: A CAD export shows its interior walls instead of its outer shell β€” one click of Flip Normals turns it right-side out.

Merge Vertices

Repair

Welds vertices that sit at (or very near) the same position into one, closing hairline cracks between triangles. Many exporters write each triangle with its own copies of shared corners; merging reconnects the surface so it behaves as one continuous shell.

When to use: When a model has visible seams or micro-gaps along edges, or when Analyze reports far more vertices than the shape should need. Start with a small tolerance; large values can weld details together.
β–ΈHow to use
  1. Load a mesh and open the Repair panel.
  2. On r3f: set the Tolerance slider β€” the maximum distance at which two vertices count as "the same point".
  3. Click "Merge Vertices".
  4. Classic reports the before β†’ after vertex count in a notification; r3f shows the applied tolerance.

Settings

  • Tolerance (r3f) β€” 0.001 to 1.0 mm in 0.001 steps (default 0.01 mm): vertices closer than this are merged
  • Tolerance (classic) β€” fixed at 0.001 mm, no slider
Example: A scanner STL has a visible hairline crack along one edge. On r3f, raise Tolerance to 0.05 mm and Merge Vertices β€” the crack closes without softening details.

Remove Debris

Repair

Deletes small disconnected fragments β€” floating "islands" of triangles left behind by scanners, booleans, or splitting. Pieces smaller than 0.5% of the model's total faces, or with fewer than 10 faces, are treated as debris and removed; it also resolves non-manifold edges as part of the cleanup.

When to use: When Analyze shows more shells/components than the model should have, or you can see specks floating around the part.
β–ΈHow to use
  1. Load a mesh and open the Repair panel.
  2. Click "Remove Debris" in Quick Fix Tools.
  3. A notification reports how many islands and triangles were removed (or that none were found).
  4. Use compare/Undo if a piece you wanted was removed β€” small intentional parts below the threshold can be caught.

Settings

  • Debris threshold β€” fixed: components under 0.5% of total faces or under 10 faces are removed
Example: A 3D scan of a bracket carries dozens of tiny floating triangle clusters. Remove Debris deletes 41 islands (312 triangles), leaving just the bracket.

Boolean Self-Union

Repair

Rebuilds the model as one clean solid by running it through the CSG (boolean) engine united with itself. This forces every overlapping or self-intersecting volume to be resolved into a single consistent outer surface β€” problems that pure topology repair cannot fix. If the mesh is too broken for the boolean engine, your model is left unchanged.

When to use: When a model was assembled from overlapping pieces, or Analyze flags self-intersections that Auto Repair alone can't clear. Auto Repair also invokes this automatically when its own pass ends non-watertight.
β–ΈHow to use
  1. Load a mesh and open the Repair panel.
  2. Click "Boolean Self-Union".
  3. Wait while the engine prepares the mesh (it tries progressively coarser weld tolerances until the solid builds).
  4. On success you get "self-intersections resolved"; on failure, run topology repair first and try again.
Example: A model built by stacking several primitives in a design app slices with ghost internal walls. Boolean Self-Union fuses the overlaps into one clean solid.

Solidify Surface

Repair

Gives an open surface or paper-thin shell real, printable wall thickness. Every point of the surface is offset inward by your chosen thickness, the inner surface is added facing the other way, and any open boundary edges are stitched between the two β€” producing a watertight solid wall.

When to use: For meshes that are pure surfaces with zero volume β€” scanned drapery, exported terrain, single-wall panels β€” that a slicer would otherwise treat as nothing. Works on already-closed meshes too.
β–ΈHow to use
  1. Load a surface or shell mesh and open the Repair panel.
  2. Set the Thickness slider in the Solidify box.
  3. Click "Solidify Surface".
  4. The Pipeline Log confirms completion with the new triangle count; check the result with the compare toggle or a section view.

Settings

  • Thickness β€” 0.5 to 20 mm in 0.5 mm steps (default 2.0 mm): wall thickness added inward from the surface
Example: A scanned car-body panel is an open single-sided surface. Solidify at 2.0 mm turns it into a printable panel with a uniform 2 mm wall.

Deep Repair (Cloud)

Repair

Sends your model to Karaslice's cloud repair service for heavy multi-stage processing far beyond what the browser can do. The pipeline analyzes and classifies the damage (clean, minor, moderate, severe, or destroyed), then runs the matching depth of repair: welding, debris and internal-face removal, non-manifold repair, smart hole filling that preserves intentional openings, self-intersection cleanup, full surface reconstruction for badly damaged meshes, feature-preserving remeshing, and thin-wall detection with automatic thickening. You get back a repaired mesh loaded straight into the scene plus a detailed report with a quality score.

When to use: When Auto Repair reports remaining issues, when the mesh exceeds the 8-million-triangle in-browser limit, or for severely damaged files: heavy self-intersection, shattered scans, models that need full surface reconstruction or thin-wall thickening before printing. Requires an active subscription (cloud processing is not available during a trial).
β–ΈHow to use
  1. Load a mesh and open the Repair panel (the section is "Deep Repair" on classic, "Cloud Repair" on r3f). Note the banner: your file is sent to a cloud server for processing.
  2. Pick a mode: "Auto Repair" (detects the damage level and runs the appropriate pipeline) or "Simplify & Rebuild" (aggressively collapses the mesh, cleans it, subdivides to restore detail, then smooths β€” built for mangled scanner STLs and broken boolean exports).
  3. Click "Send to Deep Repair" (classic) or "Submit Cloud Repair" (r3f). The upload shows progress; large files upload directly.
  4. Follow live status β€” classic streams each pipeline step into the Pipeline Log drawer; r3f shows the current step under the button. Click Cancel at any time to abort a queued or running job.
  5. On completion the repaired mesh loads into the scene automatically (replacing the object the job was submitted for) and the report card shows what was fixed.
  6. Optionally download the repaired file with the per-format buttons (STL / OBJ).

Settings

  • Mode β€” Auto Repair (default) or Simplify & Rebuild: Auto classifies damage and picks a conservative, watertight, or full-reconstruction pipeline; Simplify & Rebuild runs collapse β†’ clean β†’ subdivide β†’ smooth
  • File size β€” up to 150 MB per model
  • Time limit β€” a job that runs longer than 15 minutes is stopped and reported as failed; you can resubmit
  • Report β€” quality score (0–100%), damage classification and pipeline mode, input β†’ output face counts, vertices welded, duplicate faces removed, debris components removed, non-manifold edges fixed, self-intersections removed, holes filled, reconstruction method used, feature edges preserved, thin walls thickened, watertight / manifold status, and elapsed time
Example: A 120 MB scan fails in-browser repair. Send it to Deep Repair in Auto mode: it classifies the damage as "severe", reconstructs the surface, thickens 1,840 thin-wall points, and returns a watertight mesh with a 92% quality score in under four minutes.

Report an Issue

Repair

Sends a bug report to the Karaslice team with the context needed to reproduce your problem. Depending on where you report from, it can capture a viewport screenshot, the recent Pipeline Log, mesh details (file name, triangle and vertex counts, size, bounding box), repair statistics, and your description of what went wrong.

When to use: Whenever a repair produces a wrong result, fails with an error, or anything else in the app misbehaves β€” the attached context saves you writing a long explanation.
β–ΈHow to use
  1. In the classic Repair panel, a "Report Issue" button appears after a repair finishes or fails β€” click it to send the report with the last error and repair stats attached. Unexpected repair failures also file a report automatically.
  2. In the r3f Repair panel, click "Report Issue" at the bottom of the panel at any time.
  3. For anything else, use the app-wide bug reporter: the classic activity-bar entry opens a dialog with an optional description (a screenshot and app state are captured automatically, Escape closes it); the r3f top-bar bug icon opens a prompt where a description is required (up to 4,000 characters).
  4. After submitting you get a confirmation with the report's ID.
Example: Auto Repair reports "watertight" but the print slices with a gap. Click Report Issue β€” the screenshot, pipeline log, and repair stats go with the report, and you get back an ID like a confirmation receipt.

Triangle Edit Mode

Edit

The master switch for direct mesh surgery. Turn it on to select individual triangles on your model's surface and run repairs and reshaping operations on just that area β€” delete, smooth, decimate, extrude, weld, and more. While Edit Mode is on, left-click selects triangles (selected areas highlight in yellow) and the right or middle mouse button orbits the camera. Turning Edit Mode off clears your selection.

When to use: Whenever you need hands-on control over a specific area of the mesh β€” removing a scan artifact, smoothing a rough patch, closing a gap β€” rather than running a whole-model repair.
β–ΈHow to use
  1. Load a model, then open the Edit panel.
  2. Flip the "Triangle Edit Mode" switch on.
  3. Click a triangle on the model to select it; Shift+click to add or remove triangles from the selection.
  4. Pick a selection mode or selection action to build up a larger selection.
  5. Run any operation below (Delete, Smooth, Extrude, etc.) on the selected area.
  6. Every operation is undoable β€” use undo if the result isn't what you wanted.
  7. Switch Edit Mode off when finished; the selection is cleared automatically.

Shortcuts: Shift+click β€” add/remove a triangle from the selection; Ctrl/Cmd+Z β€” undo; Ctrl/Cmd+Shift+Z or Ctrl/Cmd+Y β€” redo

Selection Modes

Edit

Seven ways to pick triangles, chosen from a button grid in the Edit panel: Click (single triangles, Shift+click to add), Lasso (draw a freehand loop around an area), Box (drag a rectangle), By Normal (grab every face pointing in the same direction, within an adjustable angle), Connected (flood-fill an entire connected surface from one click), Sharp Edges (grab all faces that meet at a crease sharper than an adjustable angle), and Anchor (drop a single reference point on the surface for AI Region Edit's additive mode). By Normal and Sharp Edges reveal their own angle slider when active.

When to use: Use Click for surgical picks, Lasso or Box to sweep up a visible region, By Normal to grab a flat face or one side of a part, Connected to select a whole detached shell, and Sharp Edges to isolate creases and corners.
β–ΈHow to use
  1. Turn Triangle Edit Mode on.
  2. Pick a mode from the Selection Mode grid.
  3. Click (or drag, for Lasso and Box) on the model to make the selection.
  4. For By Normal or Sharp Edges, adjust the angle slider that appears to widen or narrow what gets picked.
  5. Hold Shift while clicking to add to the existing selection instead of replacing it.
  6. The panel shows a live count of selected triangles.

Settings

  • Normal threshold β€” 1–90Β° in 1Β° steps (default 30Β°): how far a face's direction may differ and still be picked in By Normal mode
  • Sharp edge angle β€” 5–90Β° in 1Β° steps (default 30Β°): how sharp a crease between two faces must be to count for Sharp Edges mode

Shortcuts: Shift+click β€” add to the current selection

Selection Actions

Edit

Quick buttons that reshape the current selection without touching the mesh itself. Select All grabs every triangle in the model; Invert swaps selected and unselected; Grow expands the selection outward by one ring of neighboring triangles; Shrink peels the outer ring off. In the classic renderer three more buttons run from your current selection: Connected (extend to everything physically attached), By Normal (extend to all faces pointing the same way as the selection's average direction), and Sharp Edges (select all faces at sharp creases across the model).

When to use: After a rough first pick β€” grow a click-selection to cover a blemish, shrink a lasso that grabbed too much, or invert to operate on everything else.
β–ΈHow to use
  1. Make an initial selection with any selection mode.
  2. Click Grow to expand it outward one ring at a time, or Shrink to tighten it.
  3. Click Invert to select everything except your current area β€” handy for protecting a region.
  4. Click Select All to select the entire model.
  5. (Classic renderer) Use Connected, By Normal, or Sharp Edges to extend the selection intelligently.

Delete Selected

Edit

Removes the selected triangles from the mesh entirely, leaving an open hole where they were. Useful for cutting away scan noise, supports baked into a model, or any geometry you don't want. Pair it with Fill Hole afterwards if you need the surface closed again for printing.

When to use: Removing scan artifacts, floating junk geometry, or unwanted features before repair and slicing.
β–ΈHow to use
  1. Turn Triangle Edit Mode on and select the triangles to remove.
  2. Click "Delete Selected" in the panel.
  3. The triangles vanish and the selection clears; undo restores them if needed.

Flip Normals (Selection)

Edit

Reverses which way the selected triangles face. Triangles that face inward render dark or confuse slicing, so flipping a patch of inside-out faces is a common fix for imported models. Only the selected triangles are flipped β€” the rest of the mesh is untouched.

When to use: When part of a model appears dark, see-through, or hollow from the outside β€” a sign those faces point the wrong way.
β–ΈHow to use
  1. Select the triangles that look inside-out (they often appear dark or invisible from outside).
  2. Click "Flip Normals" (labeled "Flip Selected Normals" in the newer renderer).
  3. Check the surface now shades correctly; undo if you flipped the wrong patch.

Subdivide

Edit

Splits every selected triangle into four smaller ones by adding midpoints along each edge. The shape doesn't change, but the selected area gains resolution β€” giving smooth, sculpt, and extrude operations finer geometry to work with.

When to use: Before smoothing or extruding a coarse, low-poly area β€” more triangles let those operations produce cleaner results.
β–ΈHow to use
  1. Select the area that needs more detail.
  2. Click "Subdivide" β€” each selected triangle becomes four.
  3. Repeat for even finer resolution, or follow up with Smooth for a softer result.

Decimate

Edit

Thins the selected area down to roughly the chosen percentage of its triangles by removing a sampling of them. This is a quick way to lighten an over-dense region (for example a 3D-scanned patch with far more triangles than the print needs). Removing triangles can open small gaps, so follow with Fill Hole or a repair pass if the surface must stay watertight.

When to use: Slimming down needlessly heavy areas of scanned or sculpted models to speed up processing and reduce file size.
β–ΈHow to use
  1. Select the over-dense region.
  2. Set the target percentage with the slider β€” e.g. 50% keeps about half the triangles.
  3. Click "Decimate to N%".
  4. Inspect the result and run Fill Hole or Repair if gaps appeared.

Settings

  • Target β€” 10–90% in 5% steps (default 50%): the share of the selected triangles to keep

Smooth

Edit

Relaxes the selected area by nudging each vertex toward the average of its neighbors, run for a chosen number of passes at a chosen strength. Great for softening scan noise, stair-stepping, or lumpy patches without touching the rest of the model. More iterations and higher strength give a softer (and eventually more shrunken) result.

When to use: Cleaning up noisy 3D scans, softening jagged repairs, or blending an edited patch into its surroundings.
β–ΈHow to use
  1. Select the rough area to soften.
  2. Set Iterations (how many smoothing passes) and Strength (how far vertices move each pass).
  3. Click the Smooth button β€” its label previews the current settings, e.g. "Smooth (3x, 50%)".
  4. Undo and retry with gentler settings if the area lost too much detail.

Settings

  • Iterations β€” 1–20 (default 3): number of smoothing passes
  • Strength β€” 10–100% in 5% steps (default 50%): how strongly each pass pulls vertices toward their neighbors

Extrude Faces

Edit

Pushes the selected faces outward along the direction they point, by a distance you set in millimeters. Use it to raise a boss, thicken a local feature, or pull a patch of surface outward. The movement follows the average facing direction of the selection, so curved areas extrude smoothly.

When to use: Raising or bulking out a local feature β€” adding material where a part is too thin, or creating a raised pad.
β–ΈHow to use
  1. Select the faces to push out.
  2. Set the extrude distance with the slider.
  3. Click "Extrude Faces (N mm)".
  4. Undo and adjust the distance if the result over- or under-shoots.

Settings

  • Distance β€” 0.1–20 mm in 0.1 mm steps (default 2.0 mm in the newer renderer, 1.0 mm in the classic renderer): how far the selected faces move outward

Bridge Edge Loops

Edit

Connects two open rings of edges with a band of new triangles β€” like joining the two cut ends of a tube. Select triangles around exactly two open boundary loops (for example the rims of two holes) and Karaslice builds the connecting surface between them. If the selection doesn't contain exactly two loops, or the loops have different vertex counts, you'll get a message explaining what to fix (trimming the selection or welding vertices first usually helps).

When to use: Reconnecting a part that was cut in two places, joining a tube's ends, or closing the gap between two matching openings.
β–ΈHow to use
  1. Select the triangles around the rims of two open boundaries you want joined.
  2. Click "Bridge Edge Loops" ("Bridge Edges" in the newer renderer).
  3. If it succeeds, a notification reports how many new triangles were created.
  4. If it fails, follow the message β€” trim the selection to just the two rims, or run Weld Vertices so both loops have matching vertex counts.

Fill Hole

Edit

Closes open holes in the model by capping them with new triangles β€” the same hole-closing pass the repair pipeline uses. It handles holes with rims of up to 50 edges: tiny holes get a single triangle or a pair, larger ones are capped with a fan of triangles. Holes with rims longer than 50 edges are left alone (use the Repair tools for major reconstruction).

When to use: Sealing small gaps left by Delete Selected, scan holes, or minor mesh damage so the model is watertight for printing.
β–ΈHow to use
  1. Turn Triangle Edit Mode on (in the classic renderer, also select triangles around the open boundary).
  2. Click "Fill Hole".
  3. Qualifying holes are capped and a confirmation appears; undo if you wanted a hole kept open.

Separate Selection

Edit

Detaches the selected triangles from the model and turns them into a brand-new object in the scene. The original mesh keeps everything that wasn't selected. Use it to break a feature off a model so it can be moved, exported, or printed on its own.

When to use: Isolating a feature β€” a logo, bracket, or broken-off region β€” into its own printable part.
β–ΈHow to use
  1. Select the triangles you want split off into their own part.
  2. Click "Separate Selection" in the Topology section.
  3. The selected area becomes a new object (named after the original with "(separated)") that appears in the object list.
  4. Move, edit, or export the new part independently.

Move Vertices

Edit

Nudges the selected area by an exact amount in millimeters along X, Y, and Z. Type the offsets into the three number fields and apply β€” every vertex belonging to the selected triangles shifts by that amount while the rest of the mesh stays put. The selection is kept after the move so you can keep nudging until it's right.

When to use: Precise positional tweaks β€” raising a sunken patch, aligning a mating surface, or correcting a warped region by a known amount.
β–ΈHow to use
  1. Select the triangles to move.
  2. Enter the Ξ”X, Ξ”Y, Ξ”Z offsets in millimeters (the fields step in 0.5 mm increments; at least one must be non-zero).
  3. Click "Move Vertices".
  4. The area shifts and stays selected β€” adjust the numbers and apply again to fine-tune.

Settings

  • Ξ”X / Ξ”Y / Ξ”Z β€” millimeters, entered numerically in 0.5 mm steps (default 0): how far the selected area moves along each axis

Weld Vertices

Edit

Merges vertices in the selected area that sit within a chosen distance of each other. Duplicate or nearly-coincident vertices cause cracks, false edges, and failed bridges β€” welding fuses them into one, cleaning up seams and preparing edge loops for operations like Bridge Edge Loops. If nothing is close enough to merge, the mesh is left unchanged.

When to use: Closing hairline cracks along seams, cleaning up imported models with duplicated vertices, or preparing loops for bridging.
β–ΈHow to use
  1. Select the triangles along the seam or messy area.
  2. Set the tolerance β€” the maximum distance between two vertices for them to be fused.
  3. Click "Weld Vertices (Β±N mm)".
  4. If the classic renderer reports nothing was close enough, raise the tolerance slightly and try again.

Settings

  • Tolerance β€” 0.01–1.00 mm in 0.01 mm steps (default 0.05 mm in the newer renderer, 0.10 mm in the classic renderer): vertices closer together than this are merged

Extract Submesh (dev)

Edit

A preview utility in the "Region Edit Preview" section that checks whether your current selection is suitable for AI Region Edit, then downloads the selected area as a standalone GLB file. On success it reports the selection's triangle count, surface area, and boundary edge count; if the selection is rejected (for example it spans multiple disconnected pieces or has no open boundary) it explains why, so you can fix the selection before starting an AI edit.

When to use: Verifying a selection before an AI Region Edit session, or pulling a selected patch out of a model as its own file. This is a developer-preview surface and may change.
β–ΈHow to use
  1. Select the region you'd like to check or export.
  2. Click "Extract Submesh (dev)".
  3. Read the green summary (triangles, surface area, boundary edges) or the red message explaining why the selection was rejected.
  4. On success, the selection downloads as a GLB file named "selection.glb".

AI Edit β€” Select & Prompt

AI Edit

AI Edit lets you redesign one region of your model by describing the change in plain language. Select a patch of the surface, and a floating prompt bar appears anchored to your selection. Type what you want β€” the AI analyzes the region and generates one or more candidate versions (variants) of the edit for you to preview and apply. Edits can reshape or regenerate the selected region's geometry, restyle its surface, or rebuild it to match a reference photo you attach.

When to use: Use AI Edit when you want to change one specific area of a model β€” swap in a different grille, restyle a fender, add surface detail to a panel β€” without remodeling it yourself or regenerating the whole mesh.
β–ΈHow to use
  1. Open the AI Edit section from the left toolbar (lightning-bolt icon).
  2. Select the region you want to change: click a triangle (Shift+click to add), or drag with the Lasso or Box selection tools.
  3. Wait a moment β€” the app checks your selection and shows 'Region ready' with a triangle count, or an error explaining what to fix (for example, a selection that spans disconnected areas).
  4. When the floating prompt bar appears over your selection, describe the edit you want and press Enter or click Ask.
  5. Optionally click 'Attach photo' first to add reference photos that guide the edit.
  6. If the AI asks a clarifying question, pick one of its suggested answers or type your own.
  7. Watch the variant slots fill in as results generate; hover a finished variant to ghost-preview it in the viewport, click to preview it fully.
  8. Open the session drawer (… button) to compare variants, then Commit the one you like or Discard the session.

Settings

  • Selection requirements β€” the selected region must be a single connected patch with one clean boundary, on a clean single surface, and not too small relative to the whole mesh; the app tells you which rule a rejected selection broke
  • Variants per prompt β€” Pro: up to 4 parallel variants; Standard: 1 variant per prompt
  • AI edit allowance β€” Standard: 5 lifetime AI edits (a counter under the prompt bar shows how many remain); Pro: unlimited
  • Concurrent edit sessions β€” up to 3 regions can have open sessions at once, each with its own prompt bar

Shortcuts: Enter submits the prompt in the floating bar

Example: Select the front grille area of a car-body scan, type "replace with a honeycomb mesh grille, recessed background", and pick the best of the generated variants before committing it.

Reference Photos

AI Edit

Attach photos to an AI Edit session to guide the result visually instead of (or in addition to) describing it in words. The AI uses your photos to rebuild the selected region to match what the pictures show β€” useful when a look is easier to show than to describe. Thumbnails of attached photos appear in the prompt bar, and each can be removed with one click.

When to use: Use reference photos when you have a picture of the part or style you're after β€” a photo of a specific bumper design, a texture sample, a product shot β€” and want the regenerated region to match it.
β–ΈHow to use
  1. Start an AI Edit session by selecting a region so the floating prompt bar appears.
  2. Click 'Attach photo' in the prompt bar and pick one or more images (JPEG, PNG, or WebP, up to 8 MB each).
  3. Confirm the thumbnails appear β€” the button shows a running count like 'Photos 2/4'.
  4. Type your edit prompt as usual and press Ask; the AI factors the photos into the generated variants.
  5. Hover a thumbnail and click the X to remove a photo before asking.

Settings

  • Photo limit β€” up to 4 reference photos per edit session
  • Accepted formats β€” JPEG, PNG, WebP
  • Size limit β€” 8 MB per photo
Example: Select a plain side-mirror housing, attach a photo of an aerodynamic mirror cap you like, and ask "reshape this to match the photo".

Clarifying Questions

AI Edit

When your edit request is ambiguous, the AI pauses and asks a short clarifying question directly in the prompt bar instead of guessing. It offers two to four quick-pick answer buttons, and you can always type a custom answer instead. Your answers are remembered per session and shown in the session drawer's Conversation list, so you can see how the edit was refined.

When to use: You don't invoke this directly β€” it appears automatically when the AI needs more detail. Answer it to keep the edit on track; specific prompts up front reduce how often it appears.
β–ΈHow to use
  1. Ask for an edit as usual from the floating prompt bar.
  2. If a question card appears (for example, asking which style you meant), click one of the suggested answers.
  3. Or type your own answer in the text field and press Enter.
  4. The AI continues planning with your answer and dispatches the edit.
  5. Review the question-and-answer history any time in the session drawer under 'Conversation'.
Example: After asking to "make the vents sportier", the AI asks "Which direction should the vent slats run?" with options like Horizontal and Vertical; you click one and generation proceeds.

Variant Previews

AI Edit

Each edit produces one or more variants that appear as status tiles in the prompt bar. A spinner means the variant is still generating, a cyan check means it's ready, an amber icon means it was generated but failed a quality check (with the reason in its tooltip), and a red icon means it failed. Ready variants can be previewed directly on your model in the viewport before you decide anything.

When to use: Use the previews after every prompt to judge results quickly in context β€” the ghost overlay makes it easy to check fit and proportion against the rest of the model before committing.
β–ΈHow to use
  1. After asking for an edit, watch the small square tiles appear in the prompt bar β€” one per variant.
  2. Hover a tile with a check mark to see a translucent 'ghost' overlay of that variant on your model.
  3. Click the tile to load the variant fully into the viewport for a closer look.
  4. Move the mouse away to dismiss a ghost preview.
  5. Double-click a ready tile to open the side-by-side comparison view.

Shortcuts: Hover a ready variant for ghost preview; click to preview fully; double-click to open comparison

Example: Four variants of a new fender vent come back; hovering each in turn shows its ghost over the car body, and one clearly fits the wheel-arch line best.

Comparison View

AI Edit

A full-screen split view that shows your original model on the left and the selected variant on the right, with the two cameras linked β€” orbit the original and the variant view follows, so you inspect both from the same angle. Ideal for judging subtle shape changes that are hard to see in an overlay.

When to use: Use it when the ghost overlay isn't enough β€” for example, comparing curvature or silhouette changes where seeing the before and after side by side from the same viewpoint makes the difference obvious.
β–ΈHow to use
  1. Generate at least one ready variant and select it (click its tile).
  2. Double-click the variant's tile in the prompt bar to open the comparison view.
  3. Orbit, pan, and zoom the left (Original) view β€” the right (Variant) view mirrors your camera.
  4. Click the X in the top-right corner to close and return to the editor.
Example: Comparing a resculpted hood scoop against the original hood from a low three-quarter angle to confirm the new profile sits lower.

Session Drawer (Commit / Discard)

AI Edit

The drawer is the control center for an edit session, opened from the … button in the prompt bar. It shows the session's conversation history, a gallery of all variants with their statuses, the session's edit log, and the Commit / Discard decision. When several regions have sessions open at once, a tab strip at the top switches between them. Commit permanently applies the chosen variant β€” it is blended into your model with a smooth, watertight seam β€” and Discard abandons the session.

When to use: Open the drawer when you're ready to make the final call on an edit, need to manage more than one in-progress edit, or want to review the region's history of past edits.
β–ΈHow to use
  1. Click the … button on the floating prompt bar to open the drawer.
  2. If you have multiple sessions open, pick the one you want from the tabs at the top.
  3. Review variants in the gallery grid and click one to select and preview it.
  4. Click Commit to apply the selected (ready) variant β€” Commit stays disabled until a successfully generated variant is selected.
  5. Or click Discard to abandon the session and clear the selection.

Settings

  • Concurrent sessions β€” up to 3 open at once, switchable via the tab strip
  • Commit β€” enabled only when the selected variant finished successfully
Example: With edits running on both the grille and a side skirt, you switch tabs in the drawer, commit the grille variant you liked, and discard the skirt session to start it over with a better prompt.

Edit Log & Re-run

AI Edit

Every committed AI edit is recorded against the model it was applied to. The Edit log section of the session drawer lists those past edits by date and time, each with a Re-run button that applies the same recorded edit again. This gives you a durable history of what the AI changed on a given mesh.

When to use: Use the Edit log to audit what has already been changed on a model, or to re-apply a previous edit β€” for example after re-importing an earlier version of the mesh.
β–ΈHow to use
  1. Open the session drawer during an AI Edit session on a model that has prior committed edits.
  2. Scroll to the 'Edit log' section β€” each entry shows when the edit was committed ('No prior edits' appears otherwise).
  3. Click Re-run next to an entry to apply that recorded edit again.
Example: After reverting a car body to an earlier revision, you re-run last week's committed grille replacement from the Edit log instead of redoing the selection and prompt.

Parameter Overrides

ProAI Edit

An advanced panel in the session drawer, shown to Pro subscribers, for re-running the last edit with hand-tuned generation parameters. You enter overrides as a small JSON snippet (for example a specific polygon-count target) and the edit is re-dispatched with those values, producing a fresh set of variants.

When to use: Use overrides when a variant is close but you want direct control over a generation parameter β€” most commonly forcing a higher or lower polygon density than the AI chose.
β–ΈHow to use
  1. Open the session drawer during an active session (Pro subscription required β€” the panel is hidden otherwise).
  2. Type your overrides into the 'Param Overrides (Pro)' text box as JSON, e.g. {"target_polycount": 50000}.
  3. Click 'Re-fire with overrides' β€” new variants generate using your values.
  4. Preview and commit as usual; invalid JSON is flagged inline before anything is sent.
Example: The regenerated bumper looks right but is too dense for printing preparation, so you re-fire it with {"target_polycount": 50000} to get a lighter version.

Contributor Opt-In (+10 AI Edits)

AI Edit

A toggle in the session drawer that lets you opt in to sharing your AI Edit prompts and results to help improve the AI. Turning it on for the first time adds 10 AI edits to your account's lifetime allowance β€” a one-time bonus, confirmed with a toast message. You can switch it off again at any time.

When to use: Most valuable on the Standard plan, where AI edits are limited β€” opting in extends your allowance by 10 while helping make the feature better.
β–ΈHow to use
  1. Open the session drawer and find the 'Contributor' section at the bottom.
  2. Flip the 'Contribute to AI improvements' switch on.
  3. Watch for the '+10 AI edits added to your account.' confirmation the first time you opt in.
  4. Toggle it off later if you change your mind (the one-time bonus is not granted again).

Settings

  • Bonus β€” +10 lifetime AI edits, granted once on first opt-in
Example: A Standard user down to their last AI edit opts in as a contributor and continues with 10 more edits available.

Reconstruct (Solid / Shell / Point Cloud)

Reconstruct

Rebuilds a badly damaged model into a clean, watertight surface when ordinary repair can't cope. Instead of patching the existing triangles, it re-creates the whole surface from scratch using one of three methods: Solid (refills the entire interior β€” best for enclosed solid parts), Shell (traces just the outer skin and keeps intentional openings like windows and door cutouts), or Point Cloud (rebuilds from surface sample points β€” best for thin shells such as car bodies and panels). The result is guaranteed closed with no open or non-manifold edges, ready for printing.

When to use: Use when a model is too broken for hole-filling repair β€” scans, downloaded meshes with heavy self-intersections, models made of overlapping parts, or anything that still fails analysis after repair. Prefer Solid for closed objects, Shell or Point Cloud for thin-walled bodies where solid filling would seal up windows and openings.
β–ΈHow to use
  1. Open the Reconstruct panel from the left toolbar and load or select a model.
  2. Pick a reconstruction mode: Solid, Shell, or Point Cloud. The hint text under the buttons explains which models each suits.
  3. Set the resolution slider β€” smaller values keep more detail, larger values run faster. The app pre-selects a sensible value for your model's size.
  4. Optionally adjust the post-processing: Taubin smoothing passes (removes the blocky stair-step texture) and the Simplify mesh switch (keeps the triangle count close to the original).
  5. Check the estimate box β€” it predicts the output triangle count and rates expected detail loss (minimal / minor / noticeable).
  6. Click Reconstruct. Progress messages appear while it works; when finished, a result card shows the mode, cell size, and final triangle count.
  7. If the AI analysis from the Analyze panel produced a repair plan, its recommended method and settings are applied automatically and summarized at the top of the panel.

Settings

  • Reconstruction mode β€” Solid / Shell / Point Cloud (default: Solid): Solid refills the whole interior; Shell traces only the surface and preserves openings wider than about twice the cell size; Point Cloud rebuilds from oriented surface samples for thin shells.
  • Voxel / Grid resolution β€” 0.5 mm steps; in the classic view the range runs from a per-model minimum (never below 0.5 mm; larger models raise the floor and show a warning) up to 20 mm, and the value is pre-seeded automatically from the model's size; in the new (r3f) view the range is 0.5–5 mm with a default of 2 mm. Smaller = finer detail, larger = faster.
  • Sharp edge threshold β€” 10°–60Β° in 5Β° steps (default: 30Β°): shown as the angle above which edges count as sharp and are preserved.
  • Surface mode β€” Auto / Organic / Mechanical (default: Auto): Organic favors heavier smoothing for sculpts and scans, Mechanical keeps smoothing minimal for CAD-style parts, Auto lets the app choose.
  • Taubin smoothing β€” 0–15 passes in the classic view, 0–10 in the new view (default: 3; 0 = off): shrink-free smoothing that removes the stair-step texture of the rebuilt surface.
  • Simplify mesh β€” on/off (classic view default: on; new view default: off): reduces the rebuilt surface to roughly 80% of the original model's triangle count using quality-preserving edge collapse.
  • Estimated output β€” read-only: predicted triangle count and a detail-loss rating driven by the chosen resolution.
Example: A downloaded car-body STL has hundreds of open edges and overlapping panels that repair can't resolve. Switch the mode to Point Cloud, keep the suggested resolution and 3 smoothing passes, and click Reconstruct β€” the app rebuilds one continuous watertight body while keeping the window openings, ready to slice.

Symmetry Mirror

Reconstruct

Recovers missing geometry on symmetric models by mirroring across a chosen axis. If one side of a model is intact and the other is damaged or missing β€” a common scan problem β€” mirroring rebuilds the bad side as a reflection of the good one.

When to use: Use on models that should be left-right (or front-back) symmetric when one half is clean and the other is broken β€” for example a scanned figurine missing part of one arm, or a car body scanned only from one side.
β–ΈHow to use
  1. In the Reconstruct panel, scroll to the Advanced section.
  2. Pick the mirror axis β€” X, Y, or Z (the buttons are color-coded to match the viewport axes).
  3. Click Mirror. The operation runs across the center of the model's bounding box on that axis.

Settings

  • Mirror axis β€” X / Y / Z (default: X): the axis across which the reflection is made, centered on the model.
Example: A 3D scan of a chair captured the left half well but the right side is full of holes. Delete the bad half using the Edit tools, choose the X axis, and click Mirror to rebuild the missing side from the intact one.

Repair Variants

Reconstruct

One-click buttons that run extra reconstructions with tweaked settings so you can compare outcomes instead of guessing. Each variant is a real reconstruction of your model β€” a finer-detail pass, a fast coarse preview, the same settings in the next reconstruction mode, or an extra-smooth version.

When to use: Use when you're not sure which settings will give the best result β€” for example whether Shell or Solid handles your model better, or whether a finer cell size is worth the extra triangles.
β–ΈHow to use
  1. Set up your preferred mode and resolution in the Reconstruct panel first β€” variants start from those values.
  2. In the Advanced section, click a variant button: a finer-detail pass (60% of the current cell size), a fast preview (1.8Γ— coarser), Alt. Mode (re-runs with the next reconstruction mode: Solid β†’ Shell β†’ Point Cloud), or the smooth variant.
  3. Wait for the variant to finish β€” the button shows a spinner while it runs.
  4. Compare the results and keep the one you like.

Settings

  • Fine Detail (classic) / High Detail (new view) β€” runs at 60% of the current cell size (respecting the minimum allowed size).
  • Fast Preview (classic, capped at 20 mm) / Quick Preview (new view, capped at 5 mm) β€” runs at 1.8Γ— the current cell size for a quick look.
  • Alt. Mode β€” re-runs with the next reconstruction mode in the cycle Solid β†’ Shell β†’ Point Cloud β†’ Solid.
  • Smooth (classic) β€” re-runs the current settings; with Surface mode set to Organic, variants use at least 5 smoothing passes, and Mechanical caps them at 1. Smooth Organic (new view) β€” re-runs the current cell size in Solid mode.
Example: A rebuilt bracket looks slightly melted at 5 mm resolution. Click the fine-detail variant to get a 3 mm pass, then compare the two and pick whichever preserves the bolt holes better.

AI Diagnose Reconstruction

Reconstruct

Asks the AI to look at your model's statistics and current reconstruction setup and explain what to change. It returns a short written recommendation β€” for example suggesting a different mode or resolution β€” shown right in the panel. During a normal reconstruction run in the classic view, the same diagnosis also powers the automatic retry loop that adjusts settings for you.

When to use: Use when a reconstruction failed, produced a blank or mangled result, or lost features you needed, and you're not sure which setting to change. You must be signed in for the diagnosis to run.
β–ΈHow to use
  1. Run a reconstruction first (or simply have a model loaded).
  2. In the Advanced section, click AI Diagnose Reconstruction.
  3. Read the AI Recommendation card that appears below the button and apply the suggested changes to the panel settings.
  4. Reconstruct again with the adjusted settings.
Example: A Shell reconstruction of a scanned helmet came back with big gaps. Click AI Diagnose Reconstruction β€” the recommendation suggests switching to Point Cloud mode with a finer grid, which closes the gaps on the next run.

Repair History & Quick Compare

Reconstruct

A running list of every reconstruction, mirror, and variant you generate, shown at the top of the side panel in the classic view. Each entry records its label, source, triangle count, and cell size; click any entry to switch the viewport to that candidate. When two or more candidates exist, a Quick Compare table lines up the two most recent side by side.

When to use: Use whenever you've produced more than one repair attempt and want to A/B them before committing β€” especially after running several variants with different modes or resolutions.
β–ΈHow to use
  1. Generate at least one reconstruction, mirror, or variant β€” an entry appears automatically under Repair History.
  2. Click an entry to load that candidate into the viewport.
  3. With two or more entries, use the Quick Compare table to check source, triangle count, and resolution of the last two candidates.
  4. Continue with whichever candidate you've selected β€” later steps (Prepare, Slice, Export) use the active one.
Example: After running Solid at 5 mm, a fine-detail variant at 3 mm, and a Point Cloud pass, click between the three Repair History entries to see each in the viewport, then keep the one whose openings survived best.

AI Remesh

AI Tools

Rebuilds your model's surface with clean, uniform polygons while preserving its shape. Useful for tidying up messy scans or overly dense meshes: choose triangle or quad output and set a target polygon count, and the AI generates fresh, well-organized topology. It processes the model exactly as it currently appears in the viewport, so any repairs or edits you have made are included. Requires an active Karaslice subscription with a payment method on file; each run is a small usage charge added to your invoice, and runs that fail are not charged.

When to use: When a mesh has messy, uneven, or overly dense geometry β€” for example a 3D scan or a sculpt β€” and you want clean, uniform topology or a specific polygon budget before slicing, editing, or animating.
β–ΈHow to use
  1. Load a model into the viewport. AI tools work on the current viewport state, so any repairs or edits you've made are what gets processed (reload the file to process the original). Models up to 150 MB are supported.
  2. Open the AI Tools panel and go to Remesh (the Remesh tab in the new renderer, or the Mesh Processing section in classic).
  3. Choose the output topology: Triangles (best for 3D printing, universally supported) or Quads (ideal for subdivision and animation workflows).
  4. Set the target polycount with the slider β€” lower for a lightweight model, higher for fine detail.
  5. In the classic renderer, pick which output formats you want delivered.
  6. Click the AI Remesh button. In the classic renderer you'll confirm the usage charge before it starts.
  7. Watch the progress bar; you can click Cancel at any time while the task runs.
  8. When it completes, download the result. In the classic renderer the remeshed model also loads straight into the viewport and is saved to your account.

Settings

  • Output topology β€” Triangles or Quads (default: Triangles): Triangles are universally supported and best for 3D printing; quads suit subdivision and animation workflows.
  • Target polycount β€” 100 to 300,000 in steps of 100 (default: 30,000): how many polygons the rebuilt mesh should contain, from low-poly to high detail.
  • Output format β€” STL, OBJ, GLB, FBX; select one or more (default: STL): the file formats delivered for the remeshed model (classic renderer only).
Example: You import a 3D scan of a figurine that has 2 million jagged triangles. In AI Tools β†’ Remesh you pick Triangles, set the target polycount to 50,000, and start the remesh. A few minutes later you have a clean 50k-triangle version that slices quickly and prints identically.

AI Retexture

AI Tools

Generates realistic surface materials for your model from a text description β€” for example "brushed steel with red anodized accents" or "weathered copper patina". The AI creates UV-mapped textures that wrap around your model, and can optionally include PBR maps (normal, roughness, and metallic) for realistic rendering. Works best starting from a GLB model. Requires an active Karaslice subscription with a payment method on file; each run is a small usage charge added to your invoice.

When to use: When you want your model to look like a real material for presentation, rendering, or a product preview β€” describing the finish in words instead of hand-painting textures. Not needed for plain single-color 3D printing.
β–ΈHow to use
  1. Load a model into the viewport (models up to 150 MB are supported). The current viewport state is what gets textured.
  2. Open the AI Tools panel and go to Retexture (the Retexture tab in the new renderer, or the Texturing section in classic).
  3. Write a material description of up to 600 characters β€” describe the surface you want applied to the model.
  4. Switch on PBR Material Maps if you want normal, roughness, and metallic maps generated alongside the color texture.
  5. Click the AI Retexture / Start Retexture button. In the classic renderer you'll confirm the usage charge first.
  6. Watch the progress bar; Cancel is available while the task runs.
  7. When it completes, download the textured model. In the classic renderer it also loads into the viewport and is saved to your account.

Settings

  • Material description β€” required, up to 600 characters: describes the surface material to generate.
  • PBR Material Maps β€” on/off (default: off): also generates normal, roughness, and metallic maps for realistic rendering.
Example: You have a plain gray GLB of a game controller. In AI Tools β†’ Retexture you type "matte black rubber grips with brushed aluminum face plate", enable PBR Material Maps, and start. The result is a fully textured controller ready for a product render.

Text to 3D

AI Tools

Creates a brand-new 3D model from a written description in two stages: Preview quickly generates the mesh shape, and Refine adds full textures to a preview you like. You control the output topology and polygon count, and the finished model can be downloaded (and, in the classic renderer, is loaded straight into the viewport and saved to your account). Requires an active Karaslice subscription with a payment method on file; Preview and Refine are each a small usage charge on your invoice.

When to use: When you want to start a model from nothing β€” a prop, a figurine, a concept piece β€” and would rather describe it in words than model it by hand. Use Preview to iterate on the shape cheaply, then Refine only the version you want to keep.
β–ΈHow to use
  1. Open the AI Tools panel and go to the Generate tab (new renderer) or the 3D Generation section (classic).
  2. Type a prompt of up to 600 characters describing the 3D model you want.
  3. Choose the output topology (Triangles or Quads) and set the target polycount.
  4. Click Preview to generate the mesh shape. Progress is shown while it runs, and you can Cancel at any time.
  5. Review the preview. If you like it, click Refine to add full textures to that model.
  6. Download the finished model when the task completes.

Settings

  • Prompt β€” required, up to 600 characters: the description of the model to generate.
  • Output topology β€” Triangles or Quads (default: Triangles).
  • Target polycount β€” 100 to 300,000 in steps of 100 (default: 30,000): polygon budget for the generated mesh.
Example: You type "a low-poly desk organizer shaped like a whale, flat bottom, open back" and click Preview. Thirty seconds later the shape appears; you like it, so you click Refine to get the fully textured version, then download it for printing.

Image to 3D

AI Tools

Turns a single photo into a textured 3D model. Upload a JPG or PNG (up to 20 MB) and the AI reconstructs the object in 3D β€” it works best with a clean background and a single subject. Your image is uploaded securely and is only accessible to you. Requires an active Karaslice subscription with a payment method on file; each generation is a small usage charge on your invoice.

When to use: When you have one good photo of an object and want a 3D version of it β€” a toy to reproduce, a product to mock up, a reference object for a scene β€” without modeling it manually.
β–ΈHow to use
  1. Open the AI Tools panel and go to the Generate tab (new renderer) or the 3D Generation section (classic).
  2. Under Image to 3D, click Choose Image and pick a JPG or PNG up to 20 MB. A clean background and single subject give the best results.
  3. Set the output topology (Triangles or Quads) and target polycount β€” these are shared with the other generation tools.
  4. Click Generate. The image uploads first, then generation begins; progress is shown and Cancel is available while it runs.
  5. Download the finished textured model when the task completes.

Settings

  • Image β€” one JPG or PNG file, up to 20 MB.
  • Output topology β€” Triangles or Quads (default: Triangles), shared with the other generation tools.
  • Target polycount β€” 100 to 300,000 in steps of 100 (default: 30,000), shared with the other generation tools.
Example: You photograph a vintage door handle against a white wall, upload the JPG under Image to 3D, leave topology on Triangles at 30,000 polygons, and click Generate. A few minutes later you have a printable 3D reproduction to scale and slice.

Multi-Image to 3D

AI Tools

Builds a more accurate 3D model from up to four photos of the same object taken from different angles. Each photo must be a JPG or PNG up to 20 MB; the extra viewpoints help the AI capture sides a single photo can't see. Your images are uploaded securely and are only accessible to you. Requires an active Karaslice subscription with a payment method on file; each generation is a small usage charge on your invoice.

When to use: When one photo isn't enough β€” objects with distinct front/back/side details reconstruct far better from several angles. Shoot 2–4 photos walking around the object and use this instead of Image to 3D.
β–ΈHow to use
  1. Open the AI Tools panel and go to the Generate tab (new renderer) or the 3D Generation section (classic).
  2. Under Multi-Image to 3D, add 1 to 4 photos of the same object from different angles (JPG or PNG, each up to 20 MB). In classic you fill angle slots one at a time and can add or remove slots; in the new renderer you select up to four files at once.
  3. Set the output topology (Triangles or Quads) and target polycount β€” shared with the other generation tools.
  4. Click Generate. The images upload one after another, then generation begins; progress is shown and Cancel is available while it runs.
  5. Download the finished textured model when the task completes.

Settings

  • Images β€” 1 to 4 JPG or PNG photos of the same object, each up to 20 MB.
  • Output topology β€” Triangles or Quads (default: Triangles), shared with the other generation tools.
  • Target polycount β€” 100 to 300,000 in steps of 100 (default: 30,000), shared with the other generation tools.
Example: You photograph a ceramic figurine from the front, back, and both sides, load the four shots into the angle slots, and click Generate. The resulting model captures the back-side details a single-photo generation would have had to guess.

Lay Flat on Largest Face

Prepare

Automatically orients your model so its largest flat surface faces down, then rests it on the build plate. This is the fastest way to get a stable first layer without manually rotating the part.

When to use: Right after importing a model that arrives tilted or floating, or whenever you want the most stable base for printing.
β–ΈHow to use
  1. Load a model and select it.
  2. Open the Prepare panel.
  3. Click "Lay Flat on Largest Face" under Quick Actions (Orientation in the classic view).
  4. The model rotates so its biggest face points down and settles onto the plate. Undo if you preferred the previous orientation.
Example: You import a phone stand that loads lying on its side. One click of Lay Flat rotates it so the large back face sits on the plate, ready to slice.

Rotate 90Β°

Prepare

Three one-click buttons (X, Y, Z) that spin the model exactly 90 degrees around the chosen axis. Each click is a single step you can undo, so tapping a button three times gives you three separate undo steps.

When to use: For quick coarse orientation changes β€” flipping a model upright, turning it to face the front, or standing a flat part on its edge.
β–ΈHow to use
  1. Select the model in the viewport.
  2. In the Prepare panel, find the Rotate 90Β° button row.
  3. Click X, Y, or Z to rotate a quarter turn around that axis.
  4. Repeat until the model faces the way you want.

Shortcuts: Ctrl+Z / Cmd+Z undoes each rotation

Example: A figurine imports face-down. Two clicks of Rotate 90Β° X stand it upright.

Mirror

Prepare

Flips the model into its mirror image across the X, Y, or Z axis. The reflection happens about the model's own center, so the part flips in place β€” it keeps its exact footprint and stays seated on the plate instead of jumping to the other side of the bed.

When to use: When you need the left-hand version of a right-hand part β€” brackets, drawer slides, shoe lasts, or any asymmetric piece you need in both orientations.
β–ΈHow to use
  1. Select the model.
  2. In the Prepare panel, find the Mirror button row.
  3. Click X, Y, or Z to mirror across that axis.
  4. The model flips in place; surfaces are corrected automatically so the print still comes out right-side-out.
Example: You have a right-side door bracket and need the matching left-side one: click Mirror X, then export the flipped copy.

Center on Ground

Prepare

Moves the model to the middle of the build plate and drops it so it sits exactly on the bed surface. Useful after mirroring, scaling, or manual dragging leaves the part floating or off to one side.

When to use: Whenever a model ends up floating above the plate, sunk below it, or pushed off-center after other edits.
β–ΈHow to use
  1. Select the model.
  2. Open the Prepare panel.
  3. Click "Center on Ground" under Quick Actions.
  4. The model re-centers on the plate and rests on the bed.
Example: After dragging a vase around with the move handles it hovers 3 mm above the bed β€” Center on Ground snaps it back down and centers it.

Transform (Position, Rotation, Scale)

Prepare

Precise numeric transform controls in the Prepare panel. Rotation sliders cover a full turn on each axis, scale runs from one-tenth to ten times original size, and a Uniform lock (on by default) keeps all three scale axes matched so the model never stretches out of proportion. Reset Transforms returns everything to the as-imported pose in one click.

When to use: When you need exact numbers β€” scaling a part to 2.5x, rotating precisely 37Β°, or placing an object at specific plate coordinates.
β–ΈHow to use
  1. Select the model and open the Prepare panel.
  2. Type exact X/Y/Z positions in the Position fields (newer renderer).
  3. Drag the Rotation sliders to set each axis in degrees.
  4. Drag the Scale sliders to resize; leave Uniform on to scale all axes together, or switch it off to stretch a single axis.
  5. Click "Reset Transforms" to return to position 0, no rotation, and 1.00x scale.

Settings

  • Position X/Y/Z β€” number fields, 0.1 steps (0): exact placement on the plate (newer renderer only)
  • Rotation X/Y/Z β€” -180Β° to 180Β°, 1Β° steps (0Β°): precise rotation per axis
  • Scale X/Y/Z β€” 0.10x to 10x, 0.01 steps (1.00x): resize per axis
  • Uniform β€” on/off (on): locks all three scale axes to move together
Example: A miniature needs to be exactly 1.5x larger: with Uniform on, drag any scale slider to 1.50x and all axes follow.

Printability Analysis

Prepare

A one-click health check that scores how printable your model is, from 0 to 100%. It finds faces that overhang beyond your chosen angle, estimates minimum and average wall thickness (flagging regions thinner than 0.8 mm), and factors in whether the mesh is watertight. The score weighs overhangs 30%, wall thickness 30%, and watertightness 40%, with plain-language warnings for anything risky. Analysis runs directly in your browser for models up to 2 million triangles.

When to use: Before slicing any model you didn't design yourself, or after edits like hollowing and mirroring, to catch overhangs, thin walls, and holes before they ruin a print.
β–ΈHow to use
  1. Select the model and open the Prepare panel's Printability section.
  2. Set the Overhang threshold slider to match your printer's capability (45Β° suits most FDM printers).
  3. Click "Analyze Printability" and wait a moment.
  4. Read the score and details: overhang face count and percentage, steepest overhang angle, and minimum/average wall thickness.
  5. Act on the warnings β€” reorient the model, plan supports, thicken thin walls, or run a repair if it isn't watertight.

Settings

  • Overhang threshold β€” 20Β° to 70Β°, 5Β° steps (45Β°): faces tilted past this angle from vertical count as overhangs
Example: A downloaded dragon model scores 54% with a warning that 26% of its faces overhang β€” you lay it flat on its base and re-analyze, and the score climbs to 81%.

Show Overhangs

Prepare

Paints the overhanging faces found by Printability Analysis directly onto the model, color-graded by severity so the steepest, most support-hungry areas stand out. Toggle it on and off while you experiment with orientation.

When to use: To see exactly where supports will be needed, and to compare orientations visually until the highlighted area is as small as possible.
β–ΈHow to use
  1. Run Printability Analysis first.
  2. Flip the "Show Overhangs" switch in the Printability section (or the Overhangs button on the classic viewport toolbar).
  3. Rotate the camera to inspect the highlighted areas β€” stronger coloring means a steeper overhang.
  4. Reorient the model or plan supports, then re-analyze and compare.
Example: After analysis shows 18% overhangs, you toggle Show Overhangs and see the highlights are concentrated under a statue's outstretched arm β€” so you angle the model to reduce them.

Support Preview

Prepare

Sketches simple support columns under the overhang areas found by Printability Analysis, so you can see roughly where supports would land and how much material they would use. It reports the column count and an estimated support volume. This is a visualization only β€” it never changes your model.

When to use: To judge how support-heavy an orientation will be β€” and how much material supports will cost you β€” before committing to a slice.
β–ΈHow to use
  1. Run Printability Analysis so overhangs are known.
  2. In the Support Preview section, set the Column radius.
  3. Click "Show Support Preview" β€” columns appear from the plate up to each overhang cluster (columns shorter than 2 mm are skipped; up to 500 are shown).
  4. Review the column count and estimated volume, then click again to hide the preview.

Settings

  • Column radius β€” 0.5 to 5 mm, 0.5 steps (1.5 mm): thickness of the preview support columns
Example: A gargoyle in one orientation previews 74 support columns at ~11 cmΒ³; rotated onto its back it needs only 12 columns, so you print it that way.

Hollow Mesh

Prepare

Turns a solid model into a hollow shell with the wall thickness you choose, cutting material use dramatically for large decorative prints. Runs entirely in your browser and reports original volume, hollowed volume, and the percentage of material saved. The model must be watertight β€” run a repair first if it isn't.

When to use: For large solid decorative models β€” busts, vases, figurines β€” where a solid interior wastes material and adds print time. Also handy before resin printing to reduce suction forces.
β–ΈHow to use
  1. Select a watertight model (repair it first if the analysis says it isn't).
  2. In the Hollowing section, set the Wall thickness slider.
  3. Click "Hollow Mesh" and wait for the result.
  4. Check the material-saved summary; undo if you want to try a different wall thickness.
  5. If you'll print in resin or powder, add an escape hole next so the inside can drain.

Settings

  • Wall thickness β€” 0.5 to 10 mm, 0.5 steps (2.0 mm): thickness of the remaining shell; walls too thick for the model's smallest dimension are rejected with a suggested maximum
Example: A 12 cm bust at 100% solid would use 210 g of filament; hollowing with a 2 mm wall reports 78% material saved.

Escape Holes

Prepare

Drills a round drainage hole through the bottom of a hollowed model so uncured resin or unsintered powder can escape after printing. The hole is punched straight down near the model's lowest point. This section appears after you hollow a mesh.

When to use: Always after hollowing a model destined for resin (SLA/DLP) or powder (SLS) printing β€” a sealed hollow cavity traps liquid resin and can crack or leak later.
β–ΈHow to use
  1. Hollow the model first β€” the Escape Holes section appears below the hollow result.
  2. Set the Hole radius slider.
  3. Click "Add Escape Hole (Bottom)".
  4. A confirmation shows the hole was added with your chosen radius; if it fails, try a different radius.

Settings

  • Hole radius β€” 1 to 10 mm, 0.5 steps (3.0 mm): radius of the drainage hole
Example: After hollowing a chess piece for resin printing, you add a 3 mm escape hole at its base so resin drains out during washing.

Thicken

Prepare

Grows thin or fragile walls out to a target thickness using precise cloud reconstruction β€” ideal for scanned models and downloaded meshes with paper-thin shells that would fail to print. Choose whether the result stays hollow, gets filled solid, or lands in between, and optionally add an internal lattice (Gyroid, Honeycomb, or Cubic β€” a Pro feature) inside hollow results. A live viewport preview estimates the result before you apply; you can cancel a running job at any time.

When to use: When a model's walls are thinner than your printer can produce β€” hollow scans, game-asset rips, or ornaments designed for screens rather than printers.
β–ΈHow to use
  1. Sign in and select a model β€” the Thickening section appears when the feature is available on your account.
  2. Set the Wall thickness slider to your target.
  3. Pick a Fill mode: Hollow keeps the internal cavity, Solid fills it, Partial is in between.
  4. Optionally open Advanced and choose a lattice Pattern and Density for hollow results (patterns require the Pro plan).
  5. Check the live preview in the viewport, then click "Thicken Mesh".
  6. Watch the progress stages; click Cancel to abort, or wait for the rebuilt model to load with its triangle count and watertight status.

Settings

  • Wall thickness β€” 1 to 50 mm, 0.5 steps (2.0 mm): target wall thickness
  • Fill mode β€” Hollow / Partial / Solid (Hollow): what happens to the interior cavity
  • Pattern β€” None / Gyroid / Honeycomb / Cubic (None): internal lattice for hollow results; any pattern other than None requires the Pro plan
  • Density β€” 0 to 100%, 5% steps (0%): lattice density; adjustable once a pattern is chosen
Example: A 3D-scanned mask has 0.4 mm walls. You set 2 mm wall thickness with Hollow fill and apply β€” the cloud rebuild returns a printable watertight shell.

Plate Tabs

Plates & Printers

Organize a multi-part job across multiple build plates. A tab strip above the 3D viewport shows every plate in your project; newly imported or created objects are placed on whichever plate is active. Each plate slices independently, so you can spread a large split across several print runs.

When to use: Whenever a model is split into more parts than fit on one bed, or you want to group parts into separate print runs with different plate surfaces, filaments, or quality profiles.
β–ΈHow to use
  1. Look at the tab strip directly above the 3D viewport β€” each tab is one plate, and the highlighted tab is the active plate.
  2. Click the + button at the end of the strip to add a new empty plate; it becomes active, and anything you import next lands on it.
  3. Click any tab to switch the active plate.
  4. Right-click a tab to open its menu: Duplicate (copies the plate with its objects and filament choices), Skip this plate / Print this plate (excludes or re-includes it when slicing all plates β€” skipped tabs show struck-through), and Remove.
  5. Removing a plate never deletes its objects β€” they move to the plate that becomes active, keeping their per-object filament choices.

Settings

  • Skip this plate β€” on/off (off): excludes the plate from Slice All Plates output without deleting it
  • Duplicate β€” creates a copy named "<plate> (copy)" (numbered automatically if duplicated again)
Example: You split a 500 mm figurine into 9 pieces. Add two extra plates, switch between tabs while dragging parts in, then right-click the plate holding test pieces and choose Skip this plate before slicing everything else.

Plate Type

Plates & Printers

Tell Karaslice which build-plate surface each plate will print on. The choice automatically adjusts bed temperature and, for textured surfaces, the first-layer height when that plate is sliced β€” so parts stick properly without manual tweaking.

When to use: When your printer uses a plate surface other than a standard smooth PEI sheet, or different plates in one project will print on different surfaces.
β–ΈHow to use
  1. Open the Slice panel and find the multi-plate controls block near the top.
  2. Use the Plate type dropdown to pick the surface installed on your printer for the active plate.
  3. Repeat per plate β€” each plate remembers its own surface, applied when that plate is sliced.

Settings

  • Plate type β€” Cool Plate (Smooth PEI) / Hot Plate (Smooth PEI, hot side) / Engineering Plate / Textured PEI Plate / High-Temp Plate (default: Cool Plate). Bed temperature adjustment: Cool +0 Β°C, Hot +10 Β°C, Engineering +20 Β°C, Textured PEI +5 Β°C, High-Temp +30 Β°C; Textured PEI also lifts the first layer by 0.04 mm to compensate for the texture
Example: Plate 1 holds PLA parts on the standard smooth sheet (Cool Plate); Plate 2 holds ABS brackets, so you set it to Engineering Plate and its sliced output automatically runs the bed 20 Β°C hotter.

Plate Filament & Process Profiles

Plates & Printers

Choose a default filament and a print-quality process profile for each plate. Filament choice sets the nozzle and bed temperatures used when the plate is sliced; the process profile sets layer height and quality tier. The filament list is automatically filtered to what your selected printer can actually handle (enclosure, maximum nozzle temperature, hardened nozzle), and process profiles are filtered to your printer's nozzle size.

When to use: When different plates in one project need different materials or quality levels β€” for example, draft-quality fixtures on one plate and fine-detail parts on another.
β–ΈHow to use
  1. In the Slice panel's multi-plate block, open the Default filament dropdown for the active plate.
  2. Pick a material β€” each entry shows its color and its nozzle/bed temperatures. Leave it on "Auto (printer default)" to use the printer's own defaults.
  3. Open the Process profile dropdown and pick a quality profile, or leave it on "Inherit" to use your global slicer settings.
  4. Switch plates and repeat β€” every plate can use a different filament and quality.

Settings

  • Default filament β€” 24 profiles (default: Auto / printer default): 9 generic material families (PLA, PETG, ABS, TPU 95A, ASA, Nylon, Polycarbonate, PEEK, water-soluble PVA support) plus brand profiles from Bambu, Prusament, Polymaker, Hatchbox, eSun, and OVERTURE; incompatible materials are hidden based on the selected printer
  • Process profile β€” 9 profiles (default: Inherit): from 0.08 mm Ultra-fine to 0.50 mm Draft, including nozzle-specific options for 0.2 mm, 0.6 mm, and 0.8 mm nozzles and a 0.20 mm High-strength profile; filtered to your printer's nozzle size
Example: Plate 1 prints display pieces with Bambu PLA Matte on the 0.12 mm Fine profile, while Plate 2 prints jigs with generic PETG on 0.28 mm Draft β€” both from the same project.

Slice All Plates

Plates & Printers

Turn every plate in your project into ready-to-print G-code in one click, downloaded as a single ZIP with one G-code file per plate. Each plate is sliced with its own plate type, filament, and process profile, plus any imported calibration results. This is part of the advanced G-code workflow, so it only appears after you switch on the "Generate G-code (advanced)" toggle in the Slice panel (off by default β€” the standard Slice workflow outputs mesh pieces, not G-code).

When to use: When a multi-plate project is laid out and you want printable files for every plate at once instead of slicing them one at a time.
β–ΈHow to use
  1. In the Slice panel, turn on the "Generate G-code (advanced)" toggle.
  2. In the multi-plate block, pick your machine from the Printer dropdown β€” bed size, temperatures, and start/end routines all come from this choice.
  3. Set each plate's plate type, filament, and process profile as needed, and mark any plates to skip.
  4. Click "Slice all plates". Every non-skipped plate with printable objects is sliced in turn.
  5. A ZIP downloads automatically containing one G-code file per plate, named after the plate.
  6. If any plate's contents are larger than the printer's build volume, you'll be warned by plate name β€” rearrange or split before printing.

Settings

  • Printer β€” 16 fully tuned machines (default: first in list) covering Bambu Lab, Prusa, Creality, Anycubic, Voron, and Modix models
  • Skipped plates β€” excluded from the ZIP
  • Calibration results β€” merged automatically when active (shown by the "Calibration active" badge, with a Clear link)
Example: A three-plate project: pick your Bambu Lab P1S, click "Slice all plates", and get a ZIP with plate-1.gcode, plate-2.gcode, and plate-3.gcode, each using that plate's own filament and quality settings.

Printer Presets & Custom Build Volume

Plates & Printers

Tell Karaslice how big your printer's build area is, either by picking from a large preset library or entering dimensions yourself. This drives everything size-related: fit checks, cut-plane suggestions, and estimates of how many pieces a model must be cut into.

When to use: Right after loading a model, before slicing β€” an accurate build volume is what makes fit warnings and cut suggestions trustworthy.
β–ΈHow to use
  1. Open the Printer panel from the sidebar.
  2. Choose Preset or Custom at the top.
  3. Preset: pick your machine from the dropdown β€” 43 printers grouped by brand (Bambu Lab, Prusa, Creality, Elegoo, Anycubic, Voron, Artillery, FlashForge, Qidi, Sovol, Raise3D, UltiMaker, Modix). The build volume displays underneath.
  4. Custom: type your build area's X, Y, and Z dimensions directly.
  5. Optionally add a Volume Safety Margin to shrink the usable volume for risky prints β€” the reduced "safe volume" is shown and used by all fit checks.

Settings

  • Mode β€” Preset / Custom (Preset)
  • Printer preset β€” 43 machines across 13 brands (none selected by default)
  • Custom X / Y / Z β€” millimetres, minimum 0 (defaults 220 Γ— 220 Γ— 250 mm)
  • Volume Safety Margin β€” classic: 0–10 % in 1 % steps via +/βˆ’ buttons (0 %); r3f: 0–20 % slider in 1 % steps (0 %). Shrinks usable volume per axis for high-risk parts or flexible materials
Example: You own a Prusa MK4: choose Preset, pick it under Prusa, and set a 5 % safety margin because you're printing TPU that tends to warp β€” every fit check now uses the reduced safe volume.

Fit Check & Cut Plane Suggestions

Plates & Printers

Checks whether your model (or each of its cut pieces) fits inside the selected printer's build volume and tells you exactly how many cuts on which axes would make an oversized model printable. Results show a clear pass/fail with a per-part breakdown when some pieces are too big.

When to use: Before slicing any model that might be near or beyond your printer's limits, and after cutting to confirm every piece now fits.
β–ΈHow to use
  1. Set up your printer in the Printer panel first (preset or custom volume).
  2. Classic renderer: click "Check Fit & Warnings" to run the check, or "Auto-calculate Cuts" to have Karaslice place the needed cut planes for you. The newer renderer checks continuously as you work.
  3. Read the result card: green means the model (or all parts) fits; red lists which parts exceed the volume and on which axes.
  4. When the model is too big, the Cut Plane Suggestions box spells out what to add β€” for example "Add 2 X-axis cuts (model width 480mm > 220mm)".
  5. If a safety margin is active, the check runs against the reduced safe volume and says so.
Example: A 480 mm sword model on a 220 mm bed: the fit check flags it as exceeding on X and suggests adding 2 X-axis cuts; "Auto-calculate Cuts" places them for you, and re-checking shows "All 3 parts fit".

Cloud Printer Connections

ProPlates & Printers

Link your real printers to Karaslice through their cloud services so you can check status and send jobs without leaving the app. Four platforms are supported: OctoPrint/Klipper machines via OctoEverywhere, Bambu Lab Cloud, Creality Cloud, and Prusa Connect. Credentials are stored securely with your account.

When to use: Set this up once per printer so finished G-code can go straight to the machine instead of via SD cards or other apps.
β–ΈHow to use
  1. Open the Printer panel and scroll to the Cloud Printers section (also available in the classic Export panel's Printers section).
  2. Click Add and give the printer a name.
  3. Pick the platform, then enter what it needs: an API key for OctoEverywhere or Prusa Connect; an access token for Bambu Lab or Creality; Bambu Lab also needs the printer's serial number.
  4. Click Test to verify the connection β€” a green "Connected" line shows the printer's state and current nozzle/bed temperatures.
  5. Click Save. The printer appears in your Saved Printers list with a platform badge; use the trash icon to remove one.

Settings

  • Platform β€” OctoPrint / Klipper (OctoEverywhere), Bambu Lab Cloud, Creality Cloud, Prusa Connect (default: OctoEverywhere)
  • Printer Name β€” any name you choose, required to save
  • Credentials β€” API key (OctoEverywhere, Prusa Connect) or access token (Bambu, Creality) plus serial number (Bambu only)
Example: Add "Workshop X1C": platform Bambu Lab Cloud, paste your access token and the printer serial, hit Test to see "Connected β€” idle (215Β°C / 60Β°C)", then Save.

Print Order & Sequential Collision Warning

Plates & Printers

Control the order objects print in and get warned before a sequential print crashes. Each top-level object on a plate carries a print-order number you can nudge earlier or later, and Karaslice continuously checks whether the print head would sweep through an already-printed object β€” showing a warning banner in the Slice panel naming the two objects that would collide.

When to use: When printing multiple objects one-at-a-time on the same plate β€” taller objects printed early can sit in the path of the print head while later ones print.
β–ΈHow to use
  1. Open the Objects panel (classic renderer) to see your objects listed with their print-order numbers.
  2. Use the up/down arrows on a row ("Print earlier" / "Print later") to reorder; the eye icon toggles whether an object is included in the print at all.
  3. Watch the Slice panel: if the current order would make the print head hit an earlier object, a yellow "Sequential collision" banner appears naming both objects.
  4. Reorder the objects or move them further apart until the banner disappears.
Example: A tall vase and a short coaster share a plate; the banner warns "Sequential collision: Vase collides with Coaster during sequential print". Moving the coaster earlier in the order clears the warning.

Bambu Studio Project Import & Export (QDT)

Plates & Printers

Move whole projects between Karaslice and Bambu Studio. Importing a .qdt project file brings in every object, translates the project's slicer settings (layer height, walls, infill, supports, speeds, temperatures, and more) into Karaslice settings, and rebuilds the original plate layout β€” each plate in the file becomes a plate tab with the right objects on it. Exporting builds a genuine Bambu Studio project containing your geometry, settings, plate layout, and a thumbnail.

When to use: When collaborating with Bambu Studio users, moving a prepared multi-plate job to Bambu hardware, or bringing an existing Bambu project into Karaslice for mesh work.
β–ΈHow to use
  1. To import: drag a .qdt file into the viewport, or use the Import panel (supported formats: STL, OBJ, 3MF, QDT, GLB, GLTF, FBX).
  2. Your plate tabs update to match the project's plates, named Plate 1, Plate 2, … β€” objects the file didn't place stay where they were.
  3. To export: open the Export panel and choose QDT from the format selector (STL / OBJ / GLB / QDT).
  4. Download the .qdt and open it directly in Bambu Studio β€” settings travel with the file.
Example: A customer sends a two-plate .qdt of an articulated model; dropping it into Karaslice recreates both plates with the right parts and their 0.16 mm layer profile, and after resizing a part you export it back to QDT for their printer.

Cut Planes

Slice

Straight cutting planes that slice your model into printable pieces. Add as many planes as you need on the X, Y, or Z axis, then drag each plane's position along that axis before running the cut. Planes can be toggled on and off individually, snapped back to the center, or removed entirely, and guide lines in the 3D view show exactly where each cut will land.

When to use: When a model is too big for your printer's bed, or when you want to break a piece into simpler sections for printing and gluing.
β–ΈHow to use
  1. Open the Slice panel and load a model.
  2. Click +X, +Y, or +Z to add a cutting plane on that axis (new planes start at the 50% mark, enabled).
  3. Drag the Position slider (5–95%) to move the plane along its axis, or click the target icon to snap it back to center.
  4. Use the switch on each plane to temporarily disable it without deleting it; click the minus icon to remove it.
  5. Toggle the guide visibility (eye icon) if the plane lines get in the way.
  6. Run Slice when your planes are set.

Settings

  • Position β€” 5% to 95% along the axis, 1% steps (default 50%): where the plane cuts the model's bounding box
  • Enabled β€” on/off per plane (default on): whether this plane participates in the cut
  • Guide visibility β€” on/off (default on): shows or hides the plane guides in the 3D view
Example: A 300 mm tall figurine on a 220 mm printer: add one Z plane, slide it to 55%, and slice to get two pieces that each fit the bed.

Slice Method

Slice

Chooses the cutting algorithm used when the cut runs. Auto tries the cleanest method first and falls back automatically, while the other options let you force a specific approach for tricky meshes. Each option shows a one-line hint in the panel so you can pick without guesswork.

When to use: Change this only when Auto produces artifacts β€” for example open caps on a damaged scan, or unwanted caps on a thin shell.
β–ΈHow to use
  1. In the Slice panel, open the Slice method selector (a dropdown in classic, a button row in the newer viewport).
  2. Leave it on Auto for most models.
  3. Pick Manifold for clean, watertight models; Ear Clip for damaged meshes; Centroid Fan when you need caps filled aggressively; Surface for open shells that should be cut without caps.
  4. Run Slice.

Settings

  • Slice method β€” Auto / Manifold / Ear Clip / Centroid Fan / Surface (default Auto): Auto tries manifold cutting first and falls back to ear-clip capping; Manifold is best for watertight meshes; Ear Clip handles damaged meshes; Centroid Fan fills caps aggressively but may leave slightly uneven triangles; Surface makes no caps at all
Example: A hollow cosplay helmet shell slices with weird solid caps β€” switch the method to Surface and re-run to get clean open-edged pieces.

Surface Mode

Slice

A toggle for cutting thin shells and panels. When on, the cut skips the solid-repair treatment that assumes your model is a closed solid, so open surfaces come through the cut intact instead of being force-closed.

When to use: For car-body panels, vacuum-form bucks, masks, and other non-solid geometry that should stay open after cutting.
β–ΈHow to use
  1. In the Slice panel, find the Surface Mode switch (below the method selector).
  2. Turn it on when your model is an open shell, panel, or single-surface part.
  3. Run Slice as usual.

Settings

  • Surface Mode β€” on/off (default off): skips solid repair during the cut; intended for shells and panels
Example: Cutting a scanned face mask (an open surface) into left and right halves without the slicer trying to seal it into a solid.

Joinery

Slice

Automatically adds alignment features to the cut faces so your pieces register and glue together accurately: a single cylinder peg, a dovetail key, or a set of dowel pins. Matching sockets are carved into the opposite piece with a small built-in clearance so parts actually fit after printing. Pegs are automatically sized down and shortened if a piece is too small for the requested joint, and a pair is skipped entirely when it can't fit a joint safely.

When to use: Whenever the cut pieces will be glued back together and you want them to self-align, especially on large multi-piece props and cosplay parts.
β–ΈHow to use
  1. In the Slice panel, open the Joinery section.
  2. Choose a joint type: Cylinder Peg, Dovetail, or Dowel Pins (default None).
  3. Set the size slider (2–20 mm, 0.5 mm steps). For dowels this is the dowel diameter; also pick how many pins (1–4).
  4. For cylinder pegs, optionally enable Hollow to bore out the peg.
  5. Run Slice β€” joints are added to the pieces as part of the cut.

Settings

  • Joint type β€” None / Cylinder Peg / Dovetail / Dowel Pins (default None): the alignment feature added across each cut
  • Size / Dowel diameter β€” 2–20 mm, 0.5 mm steps: joint size (peg radius, dovetail half-width, or dowel diameter)
  • Dowel count β€” 1–4, dowel type only (default 2): number of pins spread across the joint face
  • Hollow β€” on/off (default off, cylinder/dovetail selector; applied to cylinder pegs): bores out the peg to save material
  • Socket clearance β€” 0.2 mm, automatic: fit tolerance between peg and socket
Example: Slice a 40 cm sword prop into three sections with Dowel Pins at 6 mm and 2 pins per joint, so the printed sections line up when glued.

Run Slice

Slice

Executes the straight cut using your enabled cut planes and produces separate mesh pieces β€” no printer code involved; you get clean model pieces you can export as STL/OBJ/3MF. In the classic viewport the pieces are also numbered in a sensible spatial order, get their part number embossed onto the surface, and each piece is automatically cleaned up along the cut edges. The cut replaces the original object in the scene and can be undone.

When to use: The default workflow after positioning cut planes β€” this is the mesh-in, mesh-out cut that the Slice feature is built around.
β–ΈHow to use
  1. Add at least one enabled cut plane (the button stays disabled otherwise and a warning appears).
  2. Choose your slice method, surface mode, and joinery if needed.
  3. Click Run Slice β€” a progress bar tracks the cut.
  4. When it finishes you'll see "N parts generated" and the pieces appear in the scene and in the Parts list.

Settings

  • Cuts used β€” the count of enabled planes is shown on the button itself
Example: With two Z planes enabled, click Run Slice (2 cuts) to turn a tall vase into three stackable printable sections.

Exploded View

Slice

Spreads the cut pieces apart in the 3D view so you can inspect every cut face, joint, and edge without pieces hiding each other. A companion toggle shows a floating number label on each part so you can match what you see to the Parts list.

When to use: Right after a cut, to verify joints landed where you expect and no sliver pieces were created.
β–ΈHow to use
  1. Run Slice or Separate Components so you have parts.
  2. Drag the Exploded View slider to spread parts away from the center.
  3. Toggle the part labels switch to show or hide each piece's number.
  4. Return the slider to 0% to reassemble the view.

Settings

  • Explode amount β€” 0–100% in the classic viewport, 0–200% in the newer viewport, 1% steps (default 0%): how far parts spread from the model center
  • Part labels β€” on/off (default on): floating number label on each piece

Shortcuts: E β€” toggle exploded view between 0% and 50% (classic viewport)

Example: After slicing a helmet into 4 pieces, set explode to 120% to check that the dovetail keys formed correctly on every joint.

Parts List & Repair Part

Slice

After a cut, every piece is listed with its name, triangle count, and real-world size in millimeters so you can confirm each piece fits your printer. Selecting a part highlights it, and a Repair Part button runs a safe cleanup on just that piece β€” removing degenerate and duplicate triangles along the cut boundary without altering the real geometry.

When to use: To sanity-check piece dimensions against your build plate, and to fix a piece that shows shading artifacts or fails a later print check.
β–ΈHow to use
  1. Run Slice or Separate Components.
  2. Click a part in the Parts list to select it (its size in mm shows under the name).
  3. With a part selected, click Repair Part to clean up its cut edges.
  4. Click the part again to deselect.
Example: Part 3 shows 210.4 x 180.2 x 95.0 mm β€” it fits your 220 mm bed; click Repair Part before exporting to clear boundary artifacts from the cut.

Build-Volume Fit Check

Slice

A live readout at the top of the Slice panel showing your selected printer's build volume and an estimate of how many pieces the loaded model needs to fit that volume. "Fits in 1 piece" shows in green; oversized models show an amber piece estimate so you know how many cuts to plan.

When to use: Before placing cut planes, to know instantly whether cutting is needed at all.
β–ΈHow to use
  1. Select a printer (Printer panel) and load a model.
  2. Open the Slice panel β€” the printer name, its bed size in mm, and the estimated segment count appear automatically.
  3. Use the estimate to decide how many cut planes to add.
Example: A 400 mm dragon on a 256x256x256 mm printer shows "~4 pieces", so you plan one X cut and one Z cut.

Calibration Overrides Banner

Slice

When you've imported results from the Calibration tools (temperature, flow, retraction, and similar tests), a banner at the top of the Slice panel lists which calibrated values are active. Those values are folded into your settings automatically whenever plates are sliced, and a Clear link removes them if you want to go back to stock settings.

When to use: After running calibration prints, to confirm your tuned values are actually being applied to sliced output.
β–ΈHow to use
  1. Import calibration results from the Calibration panel.
  2. Open the Slice panel β€” the "Calibration active" banner lists the overridden settings.
  3. Click Clear to discard the overrides and return to your base settings.
Example: After importing a temperature-tower result, the banner shows "Calibration active: extruderTemp" and your plates slice at the tuned temperature.

Generate G-code (advanced)

Slice

The opt-in switch that expands the Slice panel with direct printer-code generation. By default Karaslice's Slice workflow is mesh-in, mesh-out β€” you export cut pieces as STL/OBJ/3MF and slice them in your own slicer. Turning this on adds a full slicer section (printer, quality, settings, preview, download) plus the multi-plate Slice all plates button. The toggle is off by default and remembers its state for your current session.

When to use: For prosumers who want ready-to-print files straight from Karaslice instead of exporting meshes to a desktop slicer.
β–ΈHow to use
  1. Scroll to the bottom of the Slice panel.
  2. Flip the "Generate G-code (advanced)" switch on.
  3. The G-code slicer section expands below it, and Slice all plates appears in the plate controls.
  4. Flip it off to return to the mesh-only workflow.

Settings

  • Generate G-code (advanced) β€” on/off (default off, per session): reveals all printer-code surfaces in the Slice panel
Example: You want a .gcode file for your Bambu A1 without leaving the browser: enable the toggle and use the slicer section it reveals.

G-code Slicer

Slice

The core printer-code generator inside the G-code expansion. Pick a printer profile (bed size and nozzle shown), choose a quality preset, and click Slice; the work runs locally in your browser or in the cloud depending on model complexity, with a Cancel button for in-flight cloud jobs. Results show layer count, estimated print time, material use, estimated material cost, which engine ran, and a complexity score with a plain-language reason β€” then you download the finished .gcode file.

When to use: Any time you want a ready-to-print file. Very large models (over 500,000 triangles) are automatically sliced in the cloud to keep your browser responsive.
β–ΈHow to use
  1. Enable the Generate G-code (advanced) toggle.
  2. Choose your Printer from the profile list; its build volume is shown underneath.
  3. Pick a Quality preset: Draft, Standard, or Fine (the resulting layer height is displayed).
  4. Optionally open Advanced Settings to fine-tune (see the Advanced entries below).
  5. Click Slice; use Cancel if you need to stop a cloud job mid-flight.
  6. Review the result stats and click Download .gcode.

Settings

  • Printer β€” 16 built-in profiles: sets build volume, nozzle, temperatures, speeds, and retraction defaults
  • Quality preset β€” Draft / Standard / Fine (default Standard): Draft = 0.3 mm layers, 2 walls, 70 mm/s; Standard = 0.2 mm layers, 3 walls, 50 mm/s; Fine = 0.1 mm layers, 4 walls, 35 mm/s
  • Engine β€” Auto / Local / Cloud (default Auto): Auto scores the model's complexity and picks the best engine automatically
  • Auto-orient β€” on/off (default on): rotates the model to its best print orientation before slicing
Example: Select Bambu Lab A1, pick Fine, click Slice, and download a 0.1 mm-layer .gcode for a detailed miniature.

G-code Advanced Settings

Slice

The expandable settings drawer inside the G-code slicer for everyday print tuning: layers, walls, infill, supports, speeds, temperatures, retraction, and bed adhesion. Values start from sensible defaults and are re-seeded when you change printer profile or quality preset.

When to use: When a preset is close but not quite right β€” e.g. you need more walls for strength or supports for an overhanging model.
β–ΈHow to use
  1. In the G-code slicer section, click Advanced Settings to expand the drawer.
  2. Adjust the values you care about; everything else stays at the preset defaults.
  3. Click Slice to generate code with your tuned values.

Settings

  • Layer height β€” 0.05–0.6 mm (default 0.2): vertical resolution of each printed layer
  • First layer height β€” 0.05–0.6 mm (default 0.3): thicker first layer for adhesion (classic viewport)
  • Wall count β€” 1–20 (default 3): number of perimeter walls
  • Wall width β€” 0.1–1.0 mm (default 0.4): width of each wall line (classic viewport)
  • Infill density β€” 0–100%, 5% steps (default 20%): how solid the interior is
  • Infill pattern β€” Grid / Lines / Triangles / Cubic / Gyroid / Honeycomb / Concentric / Zigzag / Lightning (default Grid)
  • Enable support β€” on/off (default off), with Grid or Tree style and Overhang angle 0–90Β° (default 45Β°)
  • Print speed β€” 10–500 mm/s (default 50); Travel speed β€” 50–500 mm/s (default 150); Wall speed β€” 5–200 mm/s (default 25) (travel/wall in classic viewport)
  • Nozzle temperature β€” 150–350 Β°C (default 200); Bed temperature β€” 0–150 Β°C (default 60) (classic viewport)
  • Retraction distance β€” 0–15 mm (default 5.0); Retraction speed β€” 10–120 mm/s (default 45) (classic viewport)
  • Adhesion β€” None / Skirt / Brim / Raft (default Skirt) (classic viewport)
  • Auto-orient β€” on/off (default on): finds the best print orientation before slicing
Example: For a load-bearing hook: 5 walls, 40% Gyroid infill, supports on at 50Β°, then Slice.

Layer Preview

Slice

A 2D top-down preview of the sliced result, drawn layer by layer. Scrub through every layer with a slider and see walls, infill, supports, and travel moves in distinct colors, with the current layer number and height printed on the canvas.

When to use: To spot-check a slice before printing β€” confirming supports appear where expected and the first layer looks complete.
β–ΈHow to use
  1. Slice a model in the G-code slicer.
  2. The preview appears under the result stats.
  3. Drag the scrubber to step through layers; the label shows layer N / total and the Z height.
  4. Use the color legend (Wall, Infill, Support, Travel) to read the paths.
Example: Scrub to layer 1 to verify the brim ring surrounds the part before committing to a 9-hour print.

Print Stats & Breakdown

Slice

Two result cards that appear after slicing. The first converts the result into practical numbers: print time, filament mass in grams, filament length in meters, how much of a 1 kg spool it uses, layer count, and β€” when your chosen filament profile includes a price β€” an estimated filament cost. The second is a per-feature breakdown: a stacked bar and table showing how much print time goes to outer walls, inner walls, top/bottom surfaces, infill, bridges, skirt/brim, supports, and travel, plus the total path length.

When to use: To budget filament for a big job, or to see why a print is slow (e.g. 40% of the time spent on supports suggests reorienting the model).
β–ΈHow to use
  1. Slice a model in the G-code slicer.
  2. Read the stats card for time, mass, length, and spool usage (pick a Default filament in the plate controls to unlock cost and length figures).
  3. Hover segments of the Print breakdown bar to see each feature's share of print time.
Example: A helmet piece shows 7h 20m, 182 g, 61 m of filament, 0.18 spools β€” and the breakdown reveals a third of the time is support material.

Adaptive Layer Height

ProSlice

A Karaslice Pro feature that varies layer thickness across the print automatically: thin layers on curves and fine details, thick layers on flat vertical sections. You set the minimum and maximum thickness and the slicer chooses per region, cutting print time without sacrificing curved-surface quality. Enforced on the server as well as in the app β€” non-Pro accounts see a locked switch with an upgrade link.

When to use: Models mixing organic curves and straight sections β€” busts, figures, terrain β€” where fixed layers waste time or lose detail.
β–ΈHow to use
  1. Open Advanced Slicer Settings (Prepare panel β†’ Slicer Advanced, or the classic G-code Advanced drawer).
  2. Flip the Adaptive Layer Height switch (Pro badge).
  3. Set the Min and Max layer height sliders.
  4. Slice as usual β€” layer thickness now varies by geometry.

Settings

  • Adaptive layer height β€” on/off (default off, Pro): enables variable layers
  • Min layer height β€” 0.04–0.2 mm, 0.02 steps (default 0.08): thinnest layer used on detail
  • Max layer height β€” 0.16–0.4 mm, 0.02 steps (default 0.32): thickest layer used on flat regions
Example: A bust prints its curved face at 0.08 mm and its plinth at 0.32 mm, saving hours versus all-0.1 mm.

Arachne Perimeters

ProSlice

A Karaslice Pro option in the Perimeter Generator setting that extrudes walls at variable widths instead of a fixed line width, filling thin walls and narrow gaps perfectly. Everyone can use the standard Classic (fixed width) generator; the Arachne (variable width) option is Pro and is enforced server-side as well as in the app.

When to use: Models with thin walls, text, or tapering features where fixed-width walls leave gaps or over-extrude.
β–ΈHow to use
  1. Open Advanced Slicer Settings.
  2. Find Perimeter Generator.
  3. Choose Arachne (variable width) β€” Pro accounts only; others see a Pro badge and an upgrade link.
  4. Slice as usual.

Settings

  • Perimeter generator β€” Classic (fixed width) / Arachne (variable width) (default Classic; Arachne is Pro)
Example: A nameplate with 0.9 mm letters prints solid, gap-filled strokes with Arachne instead of hollow double-walls.

Ironing

Slice

Smooths top surfaces by running the hot nozzle over them a second time at a very low flow rate, melting ridges into a near-flat finish. You control the pass speed and the tiny amount of extra material used.

When to use: Flat-topped parts where the top surface is on show β€” lids, coasters, plaques.
β–ΈHow to use
  1. Open Advanced Slicer Settings.
  2. Enable the Ironing switch.
  3. Adjust Speed and Flow if the default finish isn't right.
  4. Slice as usual.

Settings

  • Ironing β€” on/off (default off)
  • Speed β€” 5–50 mm/s, steps of 5 (default 20): how fast the smoothing pass moves
  • Flow β€” 5–25%, 1% steps (default 10): extra material laid during the pass
Example: Enable ironing on a box lid for a glass-smooth top instead of visible infill lines.

Fuzzy Skin

Slice

Adds deliberate random jitter to the outer walls, producing an organic, rough, textured finish that hides layer lines. Thickness controls how deep the texture is; point distance controls how fine-grained it looks.

When to use: Grips, handles, rocks and terrain pieces, or any part where a matte, textured look beats smooth walls.
β–ΈHow to use
  1. Open Advanced Slicer Settings.
  2. Enable the Fuzzy Skin switch.
  3. Tune Thickness and Point Distance.
  4. Slice as usual.

Settings

  • Fuzzy skin β€” on/off (default off)
  • Thickness β€” 0.1–0.5 mm, 0.05 steps (default 0.3): depth of the texture
  • Point distance β€” 0.3–2.0 mm, 0.1 steps (default 0.8): spacing of the jitter points
Example: A flashlight handle with 0.3 mm fuzzy skin gets a non-slip texture straight off the printer.

Advanced Slicer Settings

Slice

The deep-tuning collection for the slicer, reachable from the Prepare panel's "Slicer Advanced" drawer in both viewports (these values feed Slice all plates) and inside the classic G-code slicer's Advanced drawer. It groups bridge behavior, infill detail, support detail, travel behavior, output precision, cooling, and firmware-mode options, plus the named features documented separately (Adaptive Layer Height, Arachne, Ironing, Fuzzy Skin, Motion Planner, Quality Helpers, Multi-Material).

When to use: When you know exactly which print behavior you want to change β€” sagging bridges, weak infill, stringing on travel, chunky curves, or a Klipper printer needing relative extrusion.
β–ΈHow to use
  1. Open the Prepare panel and expand Slicer Advanced (or expand Advanced Settings inside the classic G-code slicer).
  2. Adjust the sections you need β€” every control shows its current value inline.
  3. Slice or Slice all plates to apply.

Settings

  • Bridge flow ratio β€” 0.5–1.2, 0.05 steps (default 1.0): extrusion multiplier for bridges; lower for sag-prone filaments
  • Infill angle β€” 0–90Β°, 5Β° steps (default 45Β°): direction of infill lines
  • Infill line width β€” 0.2–1.2 mm, 0.05 steps (default 0.4)
  • Support XY offset β€” 0–1.5 mm, 0.05 steps (default 0.2): gap between supports and walls
  • Support line width β€” 0.2–1.2 mm, 0.05 steps (default 0.4)
  • Support interface layers β€” 0–5 (default 2): dense layers where supports meet the model
  • Min print speed β€” 5–50 mm/s (default 10): floor used when cooling slows a layer
  • Retract after travel β‰₯ β€” 0–10 mm, 0.1 steps (default 1.5): minimum travel length that triggers retraction
  • Arc fitting (G2/G3) β€” on/off (default off) with Tolerance 0.01–0.3 mm (default 0.05): outputs true arcs for smoother curves and smaller files
  • Slicing resolution β€” 0.01–0.5 mm, 0.01 steps (default 0.05): lower = smoother curves, larger files
  • Fan min / max speed β€” 0–100% each (defaults 35 / 100)
  • Min layer time β€” 0–60 s (default 10): target minimum time per layer for cooling
  • Slow down below β€” 0–30 s (default 5): layers faster than this are throttled toward the min print speed
  • Relative E (Klipper) β€” on/off (default off): emits relative extrusion, required for Klipper Pressure Advance and most Voron/K1 setups
Example: PETG sagging across a 30 mm bridge: drop Bridge flow ratio to 0.85 and raise bridge fan speed in the Motion planner.

Motion Planner

Slice

Fine control over how the printer physically moves: per-feature acceleration and jerk, Z-hop styles, combing (keeping travel moves inside the printed area), seam placement including scarf seams, spiral vase mode, overhang slowdown, chamber and auxiliary fans, and firmware-level tuning like pressure advance and input shaping. Every control shows its live value.

When to use: Chasing surface quality (ghosting, seams, overhangs) or matching output to a tuned Klipper machine.
β–ΈHow to use
  1. Open Advanced Slicer Settings and scroll to the Motion planner section.
  2. Tune the group you need (acceleration, travel, seams, cooling, or firmware tuning).
  3. Slice as usual β€” the values are written into the output.

Settings

  • Per-feature acceleration β€” 100–20,000 mm/sΒ² each for Outer wall / Inner wall / Top surface / Bridge / Support / Infill / Travel / First layer (defaults 1000 / 2000 / 1500 / 1000 / 2000 / 2000 / 5000 / 500)
  • Per-feature jerk β€” 0–30 mm/s each for the same eight features (defaults 8 / 10 / 8 / 8 / 10 / 10 / 12 / 6)
  • Junction deviation β€” on/off (default off) with Deviation 0.005–0.5 mm (default 0.05)
  • Z-hop mode β€” Normal (straight lift) / Slope (diagonal) / Spiral (helical, for soft filaments) (default Normal)
  • Z-hop height β€” 0–2 mm, 0.05 steps (default 0.4); Spiral radius β€” 0.2–5 mm (default 1.0, spiral mode only)
  • Combing mode β€” Off / All / Not in skin / Within infill only (default All): where travel moves are allowed
  • Spiral vase mode β€” on/off (default off) with Smooth-spiral Z sub-toggle (default on)
  • Scarf seam β€” on/off (default off) with Scarf length 2–30 mm (default 10): blends the layer seam over a distance
  • Seam alignment β€” Nearest / Aligned / Random / Back (default Aligned)
  • Bridge fan speed β€” 0–100% (default 100); Bridge line width β€” 0.2–1.2 mm (default 0.4)
  • Reduce speed on overhangs β€” on/off (default on) with Threshold 25–100% (default 75) and Speed factor 0.1–1x (default 0.5)
  • Top surface speed β€” 5–150 mm/s (default 30)
  • Aux part-cooling fan β€” on/off (default off) with speed 0–100% (default 100)
  • Chamber fan β€” on/off (default off) with speed 0–100% (default 50)
  • Chamber temperature β€” on/off (default off) with 0–80 Β°C (default 35) and a wait-before-print toggle
  • Pressure advance β€” on/off (default off) with K factor 0–0.2 (default 0.04)
  • Input shaping β€” on/off (default off) with Shaper type ZV / MZV / EI / 2-hump EI / 3-hump EI (default MZV), Freq X/Y 10–150 Hz (default 50), Damping 0–1 (default 0.1)
Example: Visible ringing on flat walls: enable Input shaping (MZV, 42 Hz X / 38 Hz Y from your resonance test) and drop outer-wall acceleration to 800 mm/sΒ².

Quality Helpers

Slice

Bed-adhesion and print-quality aids: brims (including mouse-ear brims for warp-prone corners), skirts, rafts, small-hole compensation for FDM shrinkage, bridge detection tuning, first-layer overrides, dense interface layers under top/bottom surfaces, and detailed control over standard and tree supports.

When to use: Warping corners, holes printing undersized, supports that scar the surface, or tree supports that need shaping.
β–ΈHow to use
  1. Open Advanced Slicer Settings and scroll to Quality helpers.
  2. Configure the group you need β€” brim/skirt/raft for adhesion, polyholes for accurate holes, support detail for removability.
  3. Slice as usual.

Settings

  • Brim type β€” None / Outer / Inner / Outer + Inner (default Outer); Brim width β€” 0–20 mm (default 0); Brim line count β€” 0–20 (default 5)
  • Mouse-ear brim β€” on/off (default off) with diameter 2–20 mm (default 6): adhesion discs at warp-prone corners
  • Skip brim under flat bottom faces β€” on/off (default on)
  • Skirt loops β€” 0–10 (default 1); Skirt height β€” 1–10 layers (default 1); Min extrusion β€” 0–500 mm of filament (default 0)
  • Raft β€” on/off (default off) with Expansion 0–10 mm (default 3), Contact distance 0–1 mm (default 0.2), Surface layers 1–10 (default 2), Speed 5–100 mm/s (default 30)
  • Polyholes (small-hole compensation) β€” on/off (default off) with Max diameter 2–30 mm (default 8) and Scale per side 1–15% (default 5)
  • Bridge detection threshold β€” 0–90Β° (default 45); Bridge density β€” 20–100% (default 100); Apply bridge logic over infill β€” on/off (default on)
  • First-layer line width β€” 0.2–1.2 mm (default 0.45); First-layer flow ratio β€” 0.7–1.3x (default 1.0)
  • Top / Bottom interface layers β€” 0–5 each (defaults 2 / 2)
  • Support style β€” Snug / Grid / Tree (default) / Hybrid (default Snug); Interface pattern β€” Rectilinear / Concentric / Hilbert curve (default Rectilinear); Interface density β€” 0–100% (default 50); Gradual support infill β€” on/off (default off)
  • Tree support: Tip diameter 0.2–2 mm (default 0.4), Branch diameter 1–10 mm (default 2), Branch angle 0–60Β° (default 40), Branch density 20–200% (default 100), Collision distance 0–3 mm (default 0.5), Build-plate-only branches on/off (default off), Organic-support brim on/off (default on)
Example: ABS bracket lifting at the corners: enable Mouse-ear brim at 10 mm and set brim type to Outer with 8 lines.

Multi-Material / AMS

ProSlice

A Karaslice Pro section for multi-filament and multi-toolhead printing: filament lane counts for AMS-style units, IDEX dual-gantry modes, purge/flush strategy with prime towers or ooze shields, and scheduled pause or filament-change events at a chosen layer or height. Non-Pro accounts see the section locked with an upgrade prompt, and lane counts above 1 are also rejected server-side.

When to use: Multi-color prints, dual-material prints, or single-material prints that need a planned mid-print pause (e.g. embedding nuts or magnets).
β–ΈHow to use
  1. Open Advanced Slicer Settings and scroll to Multi-material / AMS (Pro).
  2. Set the lane count to match your filament unit and pick an IDEX mode if you have a dual-X printer.
  3. Choose a flush strategy and enable a prime tower or ooze shield as needed.
  4. Add pause events for mid-print filament swaps or magnet inserts.
  5. Slice as usual.

Settings

  • Lane count β€” 1–16 (default 1, values above 1 are Pro): number of filament lanes
  • IDEX mode β€” Normal / Duplicate / Mirror / Backup (default Normal): dual-gantry behavior
  • Flush volume β€” 50–1000 mmΒ³, steps of 10 (default 200): purge amount per filament change
  • Flush direction β€” Into next object / Prime tower / Ooze shield (default Prime tower)
  • Prime tower β€” on/off (default off) with Width 5–80 mm (default 25) and Location Auto or a corner
  • Ooze shield β€” on/off (default off) with Distance 1–10 mm (default 2)
  • Pause events β€” list of M600 filament change / Pause at layer / Pause at Z (mm) entries, each with an optional note (default none)
Example: A two-color sign: lane count 2, prime tower on at 30 mm wide, and a filament-change event where the lettering starts.

Separate Components

Slice

Separate Components pulls apart a file that actually contains several disconnected pieces β€” no cutting involved. It finds every shell in the mesh that isn't physically connected to the rest and turns each one into its own object in the scene: the largest shell stays as your main model and every other shell is added as a separate object you can move, edit, and export independently. It runs entirely in your browser with a progress bar, and stays responsive even on very large meshes.

When to use: When a downloaded model is one file but visibly contains multiple loose parts β€” a kit of pieces exported together, a figure with a detached base, or an assembly saved as a single STL β€” and you want each piece as its own object. Use Slice for cutting a single connected model; use Smart Split for AI-driven part detection.
β–ΈHow to use
  1. Load the model, then open the Slice tab.
  2. Click the "Separate Components" button.
  3. Watch the progress bar as the mesh is analyzed (indexing, adjacency, component detection).
  4. When it finishes, the largest piece remains as the main model and each other loose shell appears as its own object in the scene, named after the original file.
  5. If the mesh is one connected piece, you'll simply be told there is nothing to separate.

Settings

  • No adjustable settings β€” one click. Tiny debris shells (fewer than 4 triangles) are ignored automatically, and results are ordered largest-first.
Example: You import a chess set someone exported as one STL. Separate Components detects 6 disconnected shells; the board stays as the main model and the 5 loose pieces become their own scene objects, ready to arrange and export individually.

Smart Split

ProSmart Split

Smart Split uses AI to analyze your model and break it into its logical parts β€” arms and legs on a figure, doors and panels on a car body β€” instead of plain straight cuts. It runs two analysis engines (a geometric decomposition and a neural segmentation), keeps the result it is more confident in, and then names each detected part, suggests a print order, and writes short assembly notes. From the results you choose which parts to keep, and Karaslice converts the seams between them into straight cut planes and sends them to the Slice tab, where you run the actual cut.

When to use: When you want a model divided into meaningful pieces for assembly or multi-part printing β€” limbs off a figurine, body panels off a vehicle β€” rather than straight cuts made only to fit the build plate (use Slice directly for that).
β–ΈHow to use
  1. Load a model, then open the Split tab (wand icon).
  2. Optionally answer "What is this model?" with a short hint like "action figure" or "car body shell" β€” it helps the AI name the parts.
  3. Click "Analyze & Split" and wait while the mesh is analyzed.
  4. Review the results: the detected model type with a confidence percentage, a Neural or Geometric badge showing which engine won, and a color-coded part list with names, triangle counts, and category tags.
  5. Click any part in the list to include or exclude it β€” all parts start selected.
  6. Click the confirm button ("Split N Parts" in the classic editor, "Apply N Parts" in the new editor). Karaslice derives straight cut planes at the boundaries between your selected parts and switches you to the Slice tab with those planes loaded.
  7. Run the slice there to actually cut the model. In the classic editor the resulting pieces are automatically renamed with the AI part names.
  8. Use the circular-arrow button to reset and analyze again, or "Try Again" if the analysis fails.

Settings

  • What is this model? (optional) β€” short text hint (empty by default): a brief description that improves the AI's part naming and assembly notes.
  • Part selection β€” click parts in the results list to include/exclude them (all included by default); only boundaries between included parts become cut planes.
  • Detection limit β€” the analysis detects up to 20 parts per model.
Example: You load a 12 cm action figure that won't print cleanly in one piece. In the Split tab you type "action figure" as the hint and click Analyze & Split. The AI reports "Action figure, 87% confidence" and lists Head, Torso, Left Arm, Right Arm, and Legs, each with a suggested print order. You keep all five parts and click Split 5 Parts β€” Karaslice places cut planes at the shoulder and hip seams and drops you into the Slice tab to make the cuts.

Face Paint

ProPaint

Brush directly onto your model to mark individual faces with hints for seam placement, support generation, or color assignment. Three painting modes are available from the Paint section: Seam, Support, and Color. Painted hints are saved to your account automatically and restored the next time you open the same model, and every stroke can be undone.

When to use: Use before slicing when you want to influence where a seam lands, where supports should or should not appear, or to mark color/material zones on a multi-color print.
β–ΈHow to use
  1. Open the Paint section in the sidebar and select an object in the Objects panel.
  2. Pick a mode tab: Seam, Support, or Color.
  3. Choose a brush: Seam offers 'Place Seam Here' or 'No Seam Here'; Support offers 'Add Support' or 'Block Support'; Color offers a five-color palette.
  4. Set the brush size with the slider.
  5. Click and drag on the model to paint. Painted areas show as a colored overlay (blue = seam here, orange = no seam, green = add support, red = block support). Camera rotation pauses while you paint.
  6. Watch the 'faces painted' counter to see coverage; use Undo to step back a stroke.
  7. Press 'Clear Paint' to remove all painted hints from the object.
  8. If you later repair or otherwise change the object's shape, a warning appears because the painted hints may no longer line up β€” clear and repaint to be safe.

Settings

  • Mode β€” Seam / Support / Color (default: Seam): which kind of hint the brush paints
  • Brush β€” enforce / block toggle per mode (default: enforce): e.g. 'Add Support' vs 'Block Support'
  • Brush Size β€” 1–20 mm in 1 mm steps (default: 8 mm): radius of the area painted per stroke
  • Color β€” Black, White, Red, Green, Blue (default: Black): palette for Color mode; each color represents a filament/material zone
  • Clear Paint β€” button: removes every painted hint from the selected object

Conform to Surface

Conform

Conform drapes one mesh onto the surface of another, like shrink-wrapping β€” the same idea as Blender's Shrinkwrap modifier. Pick a source mesh and a target mesh, choose how vertices should reach the target (snap to the closest point, project along a world axis, or project along each vertex's own normal), and Karaslice reshapes the source so it hugs the target's surface. The way you've arranged the two meshes in the viewport is exactly what gets used, and the finished result replaces the source mesh in your scene β€” with undo support if you change your mind.

When to use: When you need one mesh to follow another's shape: wrapping a flat logo, badge, or decal onto a curved panel; imprinting a pattern top-down onto a surface; or tightening a slightly-oversized copy onto its original.
β–ΈHow to use
  1. Load at least the mesh you want to reshape, then open the Conform tab (magnet icon). Sign-in is required.
  2. Pick the Source mesh β€” the one that will be reshaped. It defaults to your active mesh.
  3. Pick the Target mesh from your other loaded meshes, or β€” if none are loaded β€” upload one (STL, OBJ, PLY, 3MF, or OFF).
  4. Choose a Mode: Closest Point to snap each vertex to the nearest spot on the target, Project Along Axis to push vertices along a chosen direction, or Project Along Normal to push each vertex along its own facing direction.
  5. For Project Along Axis, pick the axis (+X/+Y/+Z/βˆ’X/βˆ’Y/βˆ’Z) and decide whether to also cast backwards when the forward direction misses.
  6. Optionally set an Offset to keep the result floating above (or sunk below) the target surface, and enable "Limit max distance" to leave far-away vertices untouched.
  7. Click Conform. Progress messages appear while it processes; you can Cancel a running job.
  8. When done you'll see how many vertices moved, and the reshaped mesh replaces the source object in the scene. Press Ctrl+Z to undo.

Settings

  • Source mesh β€” dropdown (defaults to the active/selected mesh): the mesh that gets reshaped.
  • Target mesh β€” dropdown of your other loaded meshes, or file upload (STL/OBJ/PLY/3MF/OFF) when nothing else is loaded: the surface to conform onto.
  • Mode β€” Closest Point / Project Along Axis / Project Along Normal (default: Closest Point): how each vertex travels to the target.
  • Axis β€” +X, +Y, +Z, βˆ’X, βˆ’Y, βˆ’Z (default: +Z; Project Along Axis mode only): the projection direction.
  • Cast in both directions β€” on/off (default: on; Project Along Axis mode only): also fires a backward ray when the forward one misses the target.
  • Offset (mm) β€” βˆ’10 to +10, step 0.1 (default: 0): gap kept between the result and the target surface; negative sinks it below.
  • Limit max distance (mm) β€” off by default; when on, 0.01 to 1000 (default: 5): vertices farther than this from the target stay where they are.
  • File size β€” up to 150 MB per mesh (source and target each).

Shortcuts: Ctrl+Z undoes an applied conform result.

Example: You've made a flat name plate and want it to sit flush on a curved motorcycle fairing. Position the plate just above the fairing in the viewport, open Conform, set the plate as Source and the fairing as Target, choose Closest Point with a 0.5 mm offset, and click Conform. The plate bends to match the fairing's curve, hovering 0.5 mm above it β€” ready to print or merge.

Calibration Suite

Calibrate

A guided printer-tuning workshop with twelve test generators: Temperature Tower, Flow / Extrusion Multiplier, Retraction Tower, Max Volumetric Speed, VFA (Vertical Fine Artifact), Cornering / Acceleration, Junction Deviation, three Pressure Advance tests (Line, Pattern, Tower), Input Shaping, and a First-Layer Wizard. Each test uses your current slice settings as its baseline, generates a purpose-built test with printed instructions, and β€” after you print and inspect it β€” imports your measured best value straight back into your active slice settings.

When to use: When dialing in a new printer or filament, or when print quality drifts β€” stringing, ringing, corner bulges, or poor first layers all have a matching test here.
β–ΈHow to use
  1. Open the Calibration section (labeled "Calibrate" in the newer editor) from the left toolbar.
  2. Pick a test from the list.
  3. Adjust the test's parameters (each has sensible defaults) and click its Generate button.
  4. The preview shows the test's dimensions and step-by-step print instructions β€” print the test and inspect the result as instructed.
  5. Click "Import results", enter the best value you observed (for example the temperature of the cleanest tower band), and click "Apply to active settings".
  6. A "Calibration active" badge now appears at the top of the Slice panel listing which settings are overridden; click Clear there to discard all calibration overrides.
  7. Use "Re-tune parameters" or "Back to picker" at any point to adjust or switch tests.
Example: You print a Temperature Tower sweeping 230 Β°C down to 195 Β°C, decide the 210 Β°C band looks best, import 210 as the result, and every slice from then on uses it β€” with the "Calibration active" badge confirming the override.

Temperature Tower

Calibrate

Generates a stacked tower where each band prints at a different nozzle temperature, stepping through your chosen range so you can pick the temperature with the best surface quality and bridging.

When to use: First test for any new filament β€” temperature affects nearly everything else.
β–ΈHow to use
  1. Pick Temperature Tower in the Calibration section.
  2. Set the temperature range and step, plus the band height and footprint.
  3. Click Generate Tower, print the test, and find the cleanest band.
  4. Import results: enter the best temperature and Apply.

Settings

  • Temperature From/To/Step β€” default 230 β†’ 195, step 5 (Β°C): the sweep bracket, one band per step; the step must divide the bracket evenly or an error is shown
  • Band height β€” default 10 (mm): height of each temperature band
  • Footprint X/Y β€” default 30 Γ— 30 (mm): tower base size
  • Import: Best temperature β€” default field 210 (Β°C)
Example: A 230β†’195 Β°C tower in 5Β° steps gives 8 bands; band 5 (210 Β°C) has the cleanest overhangs, so you import 210.

Flow / Extrusion Multiplier

Calibrate

Generates a hollow single-wall cube. After printing, you measure the wall thickness with calipers and enter it β€” Karaslice compares it to the intended wall width and corrects your flow so walls come out exactly as designed.

When to use: When walls measure thicker or thinner than designed, or dimensional accuracy matters β€” run it after the temperature tower.
β–ΈHow to use
  1. Pick Flow / Extrusion Multiplier in the Calibration section.
  2. Set the cube size and height, then click Generate Hollow Cube.
  3. Print it and measure the wall thickness with calipers.
  4. Import results: enter the measured wall thickness (mm) and Apply.

Settings

  • Size β€” default 30 (mm): cube footprint
  • Height β€” default 20 (mm): cube height
  • Import: Measured wall thickness β€” defaults to your configured wall line width (mm)
Example: Your wall line width is 0.45 mm but calipers read 0.48 mm β€” importing 0.48 scales the flow down to hit the true target.

Retraction Tower

Calibrate

Generates a tower whose bands each use a different retraction length so you can find the shortest retraction that eliminates stringing between travel moves.

When to use: When prints show fine strings or wisps between separated features.
β–ΈHow to use
  1. Pick Retraction Tower in the Calibration section.
  2. Set the retraction-length range/step, the retraction speed, band height, and footprint.
  3. Click Generate Retraction Tower, print it, and find the lowest band with no stringing.
  4. Import results: enter the best length and best speed, then Apply.

Settings

  • Retraction Length From/To/Step β€” default 0.5 β†’ 4.0, step 0.5 (mm): the length sweep, one band per step
  • Speed β€” default 40 (mm/s): retraction speed used for the test
  • Band height β€” default 10 (mm): height of each band
  • Footprint X/Y β€” default 20 Γ— 60 (mm): tower base size
  • Import: Best length β€” default 1.0 (mm); Best speed β€” default 40 (mm/s)
Example: Bands at 0.5 and 1.0 mm string badly but 1.5 mm is clean β€” you import 1.5 mm at 40 mm/s.

Max Volumetric Speed

Calibrate

Generates a tower that pushes progressively more plastic per second in each band, revealing the highest flow your hotend can sustain before under-extrusion starts. The result feeds your speed limits.

When to use: Before raising print speeds, or when fast sections of prints look starved or rough.
β–ΈHow to use
  1. Pick Max Volumetric Speed in the Calibration section.
  2. Set the flow range/step, band height, and footprint, then click Generate Max-Vol Tower.
  3. Print it and find the highest band that still extrudes fully.
  4. Import results: enter the max sustainable flow and Apply.

Settings

  • Volumetric Flow From/To/Step β€” default 5 β†’ 25, step 5 (mmΒ³/s): the flow sweep, one band per step
  • Band height β€” default 10 (mm): height of each band
  • Footprint X/Y β€” default 30 Γ— 30 (mm): tower base size
  • Import: Max sustainable flow β€” default 15 (mmΒ³/s)
Example: The 20 mmΒ³/s band starts showing gaps, so you import 15 mmΒ³/s as your ceiling.

VFA Test

Calibrate

Generates a slim column printed at a different speed in each band to expose vertical fine artifacts (VFA) β€” the faint vertical ripple patterns some printers produce at particular speeds. You pick the speed where walls look smoothest.

When to use: When outer walls show fine vertical ripples that layer-height or temperature changes don't fix.
β–ΈHow to use
  1. Pick VFA (Vertical Fine Artifact) in the Calibration section.
  2. Set the speed range/step, band height, and footprint, then click Generate VFA Column.
  3. Print it and inspect the walls under raking light for the cleanest band.
  4. Import results: enter the best speed and Apply.

Settings

  • Speed From/To/Step β€” default 20 β†’ 100, step 10 (mm/s): the speed sweep, one band per step
  • Band height β€” default 8 (mm): height of each band
  • Footprint X/Y β€” default 12 Γ— 12 (mm): slim column base
  • Import: Best speed β€” default 60 (mm/s)
Example: Ripples vanish in the 60 mm/s band, so you import 60 as your outer-wall sweet spot.

Cornering / Acceleration Test

Calibrate

Generates a tower with sharp corners printed at increasing acceleration per band, showing where ringing (ghost echoes after corners) and corner bulging begin so you can set the fastest clean acceleration.

When to use: When you see ghosting/ringing after corners and text, or want to speed up prints without losing corner quality.
β–ΈHow to use
  1. Pick Cornering / Acceleration in the Calibration section.
  2. Set the acceleration range/step, band height, and footprint, then click Generate Cornering Tower.
  3. Print it and find the highest band with crisp, echo-free corners.
  4. Import results: enter the best acceleration and Apply.

Settings

  • Acceleration From/To/Step β€” default 1000 β†’ 5000, step 1000 (mm/sΒ²): the acceleration sweep, one band per step
  • Band height β€” default 10 (mm): height of each band
  • Footprint X/Y β€” default 50 Γ— 50 (mm): tower base size
  • Import: Best acceleration β€” default 3000 (mm/sΒ²)
Example: Ringing appears above the 3000 mm/sΒ² band, so you import 3000 as your print acceleration.

Junction Deviation Test

Calibrate

Generates a tower that sweeps the junction deviation value per band β€” the setting that governs how much a Marlin-style printer slows into corners. Higher values corner faster but can ring; lower values are cleaner but slower.

When to use: For printers using junction deviation (rather than classic jerk), when tuning corner speed versus quality.
β–ΈHow to use
  1. Pick Junction Deviation in the Calibration section.
  2. Set the value range/step, band height, and footprint, then click Generate JD Tower.
  3. Print it and find the highest band that still corners cleanly.
  4. Import results: enter the best value and Apply.

Settings

  • Junction Deviation From/To/Step β€” default 0.02 β†’ 0.20, step 0.02 (mm): the value sweep, one band per step
  • Band height β€” default 5 (mm): height of each band
  • Footprint X/Y β€” default 40 Γ— 40 (mm): tower base size
  • Import: Best JD value β€” default 0.06
Example: Corners stay crisp through 0.08 but bulge at 0.10, so you import 0.08.

Pressure Advance β€” Line

Calibrate

Generates the classic line-based pressure advance test: parallel fast/slow line segments printed at stepped K values. The line whose thickness stays most even through speed changes reveals your best K factor. Supports Marlin, Klipper, and RepRap firmware conventions.

When to use: When extrusion bulges at corners and line ends, or thins after speed-ups β€” the line test is the quickest PA read.
β–ΈHow to use
  1. Pick Pressure Advance β€” Line in the Calibration section.
  2. Set the K range/step, pick your firmware flavor, and adjust line length/spacing if needed.
  3. Click Generate PA Line Test, print it, and find the line with the most uniform width.
  4. Import results: enter the best K and Apply.

Settings

  • K factor From/To/Step β€” default 0 β†’ 0.15, step 0.015: the pressure-advance sweep, one line per step
  • Firmware Flavor β€” Marlin (M900) / Klipper (SET_PRESSURE_ADVANCE) / RepRap (default Marlin): which firmware command the test targets
  • Line length β€” default 100 (mm): length of each test line
  • Line spacing β€” default 5 (mm): gap between lines
  • Import: Best K β€” default 0.05
Example: The line at K = 0.045 keeps even thickness through its speed changes, so you import 0.045.

Pressure Advance β€” Pattern

Calibrate

Generates a corner-pattern sheet that sweeps K values row by row β€” corners sharpen as K approaches the right value and bulge past it. A more visual alternative to the line test. Supports Marlin, Klipper, and RepRap firmware conventions.

When to use: When you prefer judging corner sharpness over line thickness, or to double-check a line-test result.
β–ΈHow to use
  1. Pick Pressure Advance β€” Pattern in the Calibration section.
  2. Set the K range/step, firmware flavor, and row spacing.
  3. Click Generate PA Pattern Sheet, print it, and find the row with the crispest corners.
  4. Import results: enter the best K and Apply.

Settings

  • K factor From/To/Step β€” default 0 β†’ 0.10, step 0.01: the sweep, one row per step
  • Firmware Flavor β€” Marlin (M900) / Klipper (SET_PRESSURE_ADVANCE) / RepRap (default Klipper)
  • Row spacing β€” default 3 (mm): gap between pattern rows
  • Import: Best K β€” default 0.05
Example: Corners look sharpest on the K = 0.04 row without bulging, so you import 0.04.

Pressure Advance β€” Tower

Calibrate

Generates a tower whose bands each print with a different K value, letting you judge pressure advance on real 3D walls and corners rather than a flat sheet. Supports Marlin, Klipper, and RepRap firmware conventions.

When to use: When you want to evaluate PA on tower geometry, or to confirm a value from the line/pattern tests before committing.
β–ΈHow to use
  1. Pick Pressure Advance β€” Tower in the Calibration section.
  2. Set the K range/step, firmware flavor, band height, and footprint.
  3. Click Generate PA Tower, print it, and find the band with the cleanest corners and seams.
  4. Import results: enter the best K and Apply.

Settings

  • K factor From/To/Step β€” default 0 β†’ 0.10, step 0.01: the sweep, one band per step
  • Firmware Flavor β€” Marlin (M900) / Klipper (SET_PRESSURE_ADVANCE) / RepRap (default Klipper)
  • Band height β€” default 5 (mm): height of each band
  • Footprint X/Y β€” default 40 Γ— 40 (mm): tower base size
  • Import: Best K β€” default 0.05
Example: The K = 0.05 band shows no corner bulge or seam gap, so you import 0.05.

Input Shaping Test

Calibrate

Generates a resonance tower that sweeps input-shaper frequency per band, on the X axis, Y axis, or both, with your choice of shaper type. Input shaping cancels the frame vibrations that cause ringing; this test finds each axis's best frequency.

When to use: On printers with input-shaping firmware, when ghosting persists after acceleration tuning.
β–ΈHow to use
  1. Pick Input Shaping (X+Y) in the Calibration section.
  2. Choose the axis (X, Y, or both), the shaper type, and the frequency range/step; set firmware, damping, band height, and footprint.
  3. Click Generate Resonance Tower, print it, and find the band where ringing disappears on each axis.
  4. Import results: enter the best X and Y frequencies and Apply.

Settings

  • Axis β€” X only / Y only / Both X + Y (default Both): which axis the sweep excites
  • Shaper β€” ZV / MZV / EI / 2HUMP_EI / 3HUMP_EI (default MZV): the shaping algorithm the test configures
  • Frequency From/To/Step β€” default 30 β†’ 90, step 5 (Hz): the sweep, one band per step
  • Firmware β€” Marlin (M593) / Klipper / RepRap (default Marlin)
  • Damping β€” default 0.1: damping ratio used by the shaper
  • Band height β€” default 4 (mm): height of each band
  • Footprint X/Y β€” default 40 Γ— 40 (mm): tower base size
  • Import: X frequency β€” default 50 (Hz); Y frequency β€” default 50 (Hz)
Example: X-axis ringing vanishes at the 55 Hz band and Y at 40 Hz β€” you import 55/40 with the MZV shaper.

First-Layer Wizard

Calibrate

A seven-step guided walkthrough for nailing the first layer β€” preheat, nozzle wipe, homing, the paper test, mesh bed leveling, a purge-sheet print, and inspection β€” paired with a generated single-layer test sheet sized to your bed. Unlike the other tests, there is no number to import: you repeat the wizard until the sheet prints clean.

When to use: On a new printer, after moving or re-leveling the bed, or whenever first layers peel, gap, or squish.
β–ΈHow to use
  1. Pick First-Layer Wizard in the Calibration section.
  2. Step through the guide with Prev/Next: preheat, wipe the nozzle, home all axes, do the paper test, run bed leveling.
  3. Enter your bed size and margin, then click Generate Test Sheet.
  4. Print the single-layer sheet and watch the first 30 seconds for full bed coverage.
  5. Inspect: lines should cling without squishing translucent. Adjust z-offset by Β±0.025 mm and re-run until clean.

Settings

  • Bed X β€” default 220 (mm): your bed's width
  • Bed Y β€” default 220 (mm): your bed's depth
  • Margin β€” default 10 (mm): border left empty around the sheet (the sheet covers the bed minus this margin on every side)
Example: On a 220 Γ— 220 bed with a 10 mm margin, the wizard generates a 200 Γ— 200 single-layer sheet; the third attempt lays down evenly after two 0.025 mm z-offset nudges.

Export Format (STL / OBJ / GLB / QDT)

Export & Quotes

Sets the file format used by every download button in the Export panel. STL is the universal 3D-printing format and the default. OBJ is widely supported by modeling tools. GLB is a compact binary 3D format ideal for web viewers and sharing. QDT is a Bambu Studio project file: instead of bare geometry it packages your model together with your current slicer settings and a preview thumbnail, so it opens in Bambu Studio ready to print.

When to use: Pick STL for printing or slicing elsewhere, OBJ for modeling software, GLB for lightweight sharing or web viewing, and QDT when you want to continue in Bambu Studio with your slicer settings carried over.
β–ΈHow to use
  1. Open the Export section in the sidebar (a model must be loaded).
  2. At the top of the panel, click one of the four format buttons: STL, OBJ, GLB, or QDT.
  3. The chosen format applies to the main download button and to every individual part's download button.
  4. The summary card at the bottom of the panel confirms the currently selected format.

Settings

  • Format β€” STL / OBJ / GLB / QDT (default: STL)
Example: You split a helmet into 6 parts and want to print them from Bambu Studio: select QDT, and the download becomes a single Bambu Studio project with all parts, your slicer settings, and a plate layout.

Download All as ZIP

Export & Quotes

Downloads your whole job in one click. After a split, you get a ZIP containing every part in your chosen format plus two bonus files: an assembly guide (an HTML page with six labeled views β€” top, bottom, front, rear, left, right β€” showing where each numbered part belongs, with colors, dimensions, and a numbering key) and an assembly map (a structured JSON file listing each part's number, zone, size, volume, and a suggested assembly order). Part filenames include the part number, its dimensions in mm, and its triangle count, so files stay identifiable outside the app. With a single unsplit model loaded, the button downloads one file in the chosen format instead of a ZIP. A copy of exported parts is also saved automatically to your cloud file library.

When to use: Use after cutting a large model into parts, when you want everything β€” printable files plus a printable map of how the parts fit back together β€” in one download.
β–ΈHow to use
  1. Load a model, and optionally run Slice or Split to break it into parts.
  2. Open the Export section and choose your format.
  3. Click "Download All as ZIP" β€” the button shows how many files it will contain.
  4. Unzip the download: part files are ready to print, and the assembly guide opens in any web browser.
  5. If QDT is selected, you get a single Bambu Studio project file instead of a ZIP.
Example: After slicing a 400 mm statue into 8 parts, click "Download All as ZIP (8 STL files)" β€” you get statue_part1…part8 STLs plus statue_assembly_guide.html showing which numbered part goes where, odd numbers on one side and even on the other.

Download Individual Part

Export & Quotes

Every part gets its own row in the Export panel with a dedicated download button, so you can grab just the piece you need in the currently selected format. In the classic renderer each row also shows the part's triangle count and its dimensions in your chosen display unit (mm, cm, or in). Downloaded parts are also backed up to your cloud file library automatically.

When to use: Use when re-printing a single failed piece, or when you only need one section of a larger split job.
β–ΈHow to use
  1. Split or slice a model so it has multiple parts (in the newer renderer, any scene with more than one object lists its objects here).
  2. Open the Export section and scroll to "Individual Parts".
  3. Check the part's dimensions and triangle count to confirm it's the right one.
  4. Click the format button on that part's row to download only that file.
Example: Part 3 of your split warped on the print bed. Instead of re-downloading the whole ZIP, open Export, find "Part 3" in Individual Parts, and click its STL button to re-download just that piece.

Repair All Parts

Export & Quotes

Runs an automatic cleanup pass over every part before export. For each part it welds duplicate vertices, removes zero-area (degenerate) triangles and duplicate triangles, refreshes the shading so cut edges stay crisp, and rechecks whether the part is watertight. Each part's triangle count, volume, and dimensions are updated afterwards, so the weight estimate and filenames reflect the cleaned geometry.

When to use: Use as a final polish right before downloading or sending parts to quote, especially if a slicer previously complained about your exported files.
β–ΈHow to use
  1. Split or slice a model into parts.
  2. Open the Export section and click "Repair All Parts".
  3. Watch the progress label ("Repairing part 1 of N…") β€” parts are processed one at a time.
  4. When it finishes, a confirmation shows how many parts were repaired; export as usual.
Example: Your slicer flagged "non-manifold edges" on two of five exported parts. Re-open the job, hit "Repair All Parts", wait for "5 parts repaired", and re-download the ZIP.

Weight Estimate

Export & Quotes

Estimates how much filament (or resin) your print will weigh. Pick a material and the panel multiplies each part's measured volume by that material's density, showing a per-part weight and, when there are multiple parts, a combined total. Weights switch automatically between grams and kilograms.

When to use: Use before printing to check whether you have enough filament on the spool, or to compare how heavy the finished object would be in different materials.
β–ΈHow to use
  1. Open the Export section with a model or parts loaded.
  2. In the "Weight Estimate" card, choose your material from the dropdown (each option shows its density).
  3. Read the per-part weights and the Total row.
  4. Change the material to instantly compare β€” for example PLA versus Nylon.

Settings

  • Material β€” PLA (1.24 g/cmΒ³) / PETG (1.27) / ABS (1.05) / ASA (1.07) / TPU (1.21) / Nylon PA12 (1.15) / Resin std (1.10) / Carbon Fiber (1.30) (default: PLA)
Example: Your 4-part split shows 212.4 g in PLA. Switching the dropdown to TPU updates every row instantly and shows a 207.3 g total β€” confirming one spool covers the job either way.

Upload to Cloud

Export & Quotes

Saves a copy of the currently selected model to your Karaslice cloud storage, with any moves, rotation, or scaling you made in the viewport applied. The file is stored as an STL under your account so you can come back to it later from your portal. Requires being signed in; files up to 150 MB are accepted.

When to use: Use to bank your work-in-progress or a finished model to your account, so you can re-open it on another device or send it to a quote later without keeping local files.
β–ΈHow to use
  1. Select the object you want to save in the viewport.
  2. Open the Export section.
  3. Click "Upload to Cloud" and wait for the uploading spinner to finish.
  4. The activity log confirms the upload; the file is now in your cloud storage.
Example: You scaled a bracket to 120% and repositioned it. Click "Upload to Cloud" and the adjusted bracket is saved to your account as an STL β€” exactly as it sits in the viewport.

Send Parts to Quote

Export & Quotes

Sends your current parts straight into the professional printing quote flow β€” no re-uploading. Each part travels with its measured size, volume, and detail level, and lands on the quote page in a multi-part view. There you choose a material and nozzle size, let the system pick the best printer automatically (or choose one yourself), and quote all parts in one go. You then see a combined total, an estimated lead time in business days, a full cost breakdown (print time, parts-only versus assembled options, shipping and handling), a per-part breakdown with dimensions, print time, and any warnings β€” and can place the order by entering shipping details and paying on a secure checkout page.

When to use: Use when you want the parts you prepared in Karaslice professionally printed and shipped to you, rather than printing them yourself. The quote page also accepts direct uploads (STL, OBJ, or 3MF files up to 50 MB) if you arrive without parts.
β–ΈHow to use
  1. Split or slice your model into parts in Karaslice.
  2. Open the Export section and click "Send Parts to Quote" β€” you are taken to the quote page with all parts loaded.
  3. Choose a material and nozzle size, and keep automatic printer selection on (or pick a printer).
  4. Click the button to quote all parts; a progress bar tracks each part.
  5. Review the total, lead time, and per-part breakdown, then proceed to checkout with your shipping details to order the prints.

Settings

  • Material (on the quote page) β€” PLA / PETG / ABS / ASA / Nylon (PA) / TPU / PLA-CF / Nylon-CF (default: PLA)
  • Nozzle size β€” 0.2 / 0.4 / 0.6 / 0.8 mm (default: 0.4)
  • Automatic printer selection β€” on/off (default: on)
Example: You split a car bumper into 12 printable sections. Click "Send Parts to Quote", pick ASA and a 0.6 mm nozzle, hit "Quote All 12 Parts", review the combined total and 5–9 business-day lead time, then check out with your shipping address.

Measure

Viewport & Measure

Take measurements directly on your model in the 3D view. Three modes are available: Point-to-Point distance, Angle, and Thickness. Results display in your chosen unit (mm, cm, or inches) with yellow markers, lines, and floating labels, and multiple measurements can stay on screen at once.

When to use: Use to verify a dimension before printing, check whether a wall is thick enough to print reliably, or confirm an angle on a part you plan to slice or split.
β–ΈHow to use
  1. Click the Measure button (ruler icon) in the top bar and pick a mode.
  2. Point-to-Point: click two spots on the model to read the straight-line distance between them.
  3. Angle: click three spots β€” the second click is the corner β€” to read the angle in degrees.
  4. Thickness: click once on a surface; the wall thickness to the opposite side is measured automatically.
  5. Repeat clicks to add more measurements; clicks on empty space are ignored.
  6. Press Escape, or choose Clear from the Measure menu, to remove all measurements. Switching modes also clears them.

Settings

  • Mode β€” Point-to-Point / Angle / Thickness (default: off): what a click measures
  • Units β€” mm / cm / in (default: mm): distances show 2 decimals in mm and cm, 3 decimals in inches; angles always show degrees

Shortcuts: Escape β€” clear current measurements

Wireframe View

Viewport & Measure

Switches the model to a see-through triangle-mesh rendering so you can inspect the underlying geometry β€” useful for checking the result of a repair or seeing how dense the mesh is. Applies to the main model and to split parts.

When to use: Use after a repair to inspect triangle structure, or any time you want to judge mesh density and topology at a glance.
β–ΈHow to use
  1. Press W, or click the Wireframe button (in the classic editor's floating viewport toolbar, or the r3f editor's top bar).
  2. A 'Wireframe' badge appears in the classic viewport while active.
  3. Press W or click the button again to return to the solid view.

Shortcuts: W β€” toggle wireframe

Ghost Mode

Viewport & Measure

Makes the model translucent (28% opacity) so you can see through outer surfaces to internal details, hidden cavities, and the boundaries between split parts. Both editors ghost to exactly the same transparency, so an inspection looks identical wherever you run it.

When to use: Use to look inside a hollowed model, verify internal geometry after a repair, or read where split-part boundaries fall inside an assembly.
β–ΈHow to use
  1. Press G, or click the Ghost button (classic: floating viewport toolbar; r3f: top bar).
  2. A 'Ghost' badge appears in the classic viewport while active.
  3. Press G or click again to restore full opacity.

Shortcuts: G β€” toggle ghost mode

Sketch & Extrude

Viewport & Measure

A lightweight modeling tool in the newer editor for drawing a flat shape and pulling it into a 3D solid. Pick a drawing plane, sketch an outline with the pen and curve tools directly in the viewport, refine it point by point, then extrude the closed shape into a printable object in the scene.

When to use: Use it to create quick custom geometry β€” a bracket outline, a blanking plate, a base shape to combine with your model using the Boolean tools β€” without leaving Karaslice for a CAD app.
β–ΈHow to use
  1. In the newer editor, open the Sketch tool group in the left toolbar, below the section icons.
  2. Choose a drawing plane (XY, XZ, or YZ) for the sketch.
  3. Draw the outline with the Pen tool; use Smooth Curve for rounded segments and Add Points / Edit to refine the shape point by point.
  4. With the Path Strokes tool active, adjust the stroke-width slider to thicken the drawn line.
  5. Use the floating action buttons to Close the shape (or Mirror it), then Extrude it into a solid β€” the result appears as a new object you can transform, combine, and export like any import.

Camera & Navigation

Viewport & Measure

Smooth orbit-style camera controls for moving around your model. Rotation, panning, and zooming all have gentle damping, and the camera automatically frames a newly imported model so it fills the view β€” even very large parts. Camera rotation pauses automatically while you drag a gizmo or paint, so those tools never fight the camera.

When to use: Always active β€” this is how you look around the 3D workspace.
β–ΈHow to use
  1. Drag with the left mouse button to orbit around the model.
  2. Drag with the right mouse button to pan.
  3. Scroll the mouse wheel (or drag with the middle button) to zoom; zoom works from very close up to far enough to see meter-scale parts.
  4. Import a model and the camera repositions itself to frame it automatically.

Orientation Gizmo

Viewport & Measure

A small 3D axis indicator in the corner of the viewport that always shows which way the model's X (red), Y (green), and Z (blue) axes point, rotating in sync with your camera so you never lose your bearings.

When to use: Glance at it whenever you need to confirm which direction is up or which side of the model you are looking at β€” especially before rotating a part for printing.
β–ΈHow to use
  1. Orbit the camera and watch the axis indicator rotate with it.
  2. Read the colored arms: X is red, Y is green, Z is blue; the darker unlabeled arms are the negative directions.

Build Grid & Axes

Viewport & Measure

The floor grid and axis lines that give your model a sense of scale and position. The grid automatically resizes to roughly three times the loaded model's footprint, so a small figurine and a full-size car panel both sit on a properly proportioned reference floor. Axis lines use the standard colors: X red, Y green, Z blue.

When to use: Always on β€” use it as a spatial reference for size, position, and the ground plane.
β–ΈHow to use
  1. Import a model β€” the grid sizes itself to the model automatically; no setup needed.
  2. Use the grid's cell lines as a visual scale reference while arranging and measuring parts.

Sound Toggle

Viewport & Measure

Mutes or unmutes the interface sound effects β€” the mechanical clicks, latches, and chimes that confirm actions like importing a file, completing an operation, or placing a measurement point. All sounds are generated in your browser. Your preference is remembered between sessions, and a short confirmation tone plays when you switch sound back on.

When to use: Use when working somewhere quiet, or if you prefer a silent workspace.
β–ΈHow to use
  1. Click the speaker icon (classic: bottom of the left activity bar; r3f: top bar).
  2. The icon shows a crossed-out speaker while muted.
  3. Click again to re-enable β€” you'll hear a confirmation tone.

Settings

  • Sound β€” on / off (default: on; remembered across sessions)

Performance Monitor

Viewport & Measure

A small readout in the bottom-right of the viewport showing how smoothly the app is running. Collapsed, it shows frames per second and memory use; expanded, it adds color-coded bars for FPS and memory, the loaded triangle count, and your graphics hardware name.

When to use: Check it when a very large model feels sluggish β€” a low FPS or high memory bar tells you the model is heavy for your machine, which is a good cue to decimate or split it.
β–ΈHow to use
  1. Glance at the compact pill in the bottom-right corner for the live FPS number.
  2. Click the pill to expand the full panel: FPS reads green at 50+, yellow at 30–49, red below 30.
  3. Click the minus button to collapse it again.

Keyboard Shortcuts Overlay

Viewport & Measure

A pop-up card listing the workspace keyboard shortcuts: undo, redo, exploded view, ghost mode, wireframe, the terminal, and the overlay itself.

When to use: Open it whenever you forget a shortcut.
β–ΈHow to use
  1. Press ? (or click the keyboard icon at the bottom of the activity bar) to open the list.
  2. Press Escape, ?, or the close button to dismiss it.

Shortcuts: ? β€” toggle the overlay; listed shortcuts: Ctrl+Z undo, Ctrl+Shift+Z redo, E explode view, G ghost mode, W wireframe, Ctrl+` terminal

Activity Bar (Section Navigation)

Viewport & Measure

The vertical icon strip on the left edge that switches the sidebar between the workspace's 18 tool sections: Import, Analyze, Repair, Edit, AI Edit, Reconstruct, AI Tools, Model, Prepare, Printer, Slice, Split, Objects, Paint, Conform, Calibrate, Export, and History. The bottom of the bar holds workspace utilities: a switch to the other editor, this Tool Guide, bug reporting, the sound toggle, and the shortcut list.

When to use: This is the primary way to move between tools β€” every workflow starts by picking a section here.
β–ΈHow to use
  1. Click a section icon to open its panel in the sidebar.
  2. Click the active section's icon again to collapse the sidebar and maximize the viewport (classic); the r3f editor has a dedicated collapse button at the bottom of its bar.
  3. Use the bottom icons for the editor switch, Tool Guide, bug report, sound, and shortcuts.

Top Toolbar

Viewport & Measure

The horizontal bar above the viewport. In the classic editor it combines undo/redo, quick actions that change with the active section (for example Auto Repair / Fill Holes / Fix Normals in Repair, or Move / Rotate / Scale / Snap in Model), a live readout of the loaded file's name, format, triangle count and dimensions, the Measure menu, the unit switcher, and account/home links with your plan badge. The r3f editor's top bar carries undo/redo, the Wireframe, Ghost, and Measure controls, sound, bug report, an Import File button, and a 'Switch to Classic' button, with a status bar along the bottom showing object count, triangles, and bounds.

When to use: Use it constantly β€” it is the fastest route to undo, measuring, units, and the most common action for whatever section you are in.
β–ΈHow to use
  1. Check the right side for your loaded model's name, format, triangle count, and size in the current unit.
  2. Use the left-side quick actions β€” they change to match whichever section is active.
  3. Open the Measure menu or switch units from here at any time (classic).
  4. A thin progress bar appears along the bottom edge while a long operation runs (classic).

Terminal Panel

Terminal & History

A collapsible panel docked at the bottom of the workspace that keeps you informed while you work. In the classic editor it has four tabs β€” Terminal, Output, Problems, and AI Agent β€” and can be resized by dragging its top edge; your chosen height is remembered between visits. Its slim status bar stays visible even when collapsed and shows what is currently running (a pulsing dot appears during operations).

When to use: Keep it open whenever you run analysis, repair, splitting, or other processing β€” it is the single place to watch progress, catch problems, type commands, and talk to the AI agent.
β–ΈHow to use
  1. Press Ctrl+` (Cmd+` on Mac) to open the panel β€” this jumps straight to the Terminal tab and focuses the command input.
  2. Or click the status label on the bottom bar (it reads Activity, Results, Pipeline Log, or "Operation running…") to expand or collapse the panel.
  3. Switch between the Terminal, Output, Problems, and AI Agent tabs at the top of the panel.
  4. Drag the grip bar at the top of the panel to resize it β€” from a compact strip up to half the window height. Double-click the bar to toggle open/closed.
  5. Click the X on the right of the bar (or press Ctrl+` again) to collapse it.

Settings

  • Panel height β€” drag between 100 px and half the window height (remembered between sessions): how much vertical space the panel takes

Shortcuts: Ctrl+` (Cmd+` on Mac) β€” open/close and focus the terminal

Example: You start a repair on a large model, collapse the panel to keep working, and the status bar keeps showing "Operation running…" with a pulsing dot until it finishes.

Command Terminal

Terminal & History

A typed command line for driving Karaslice with the keyboard. It covers mesh cleanup (flip/recalculate normals, merge vertices, remove islands), orientation (lay flat, rotate, mirror), analysis and repair, hollowing, triangle-selection editing, quick primitive modeling (box, cylinder, sphere, cone), transforms, boolean union/subtract, measurement mode, and export format selection. Commands have short aliases, tab completion, and a "did you mean…?" suggestion when you mistype.

When to use: When you already know what you want done and typing is faster than clicking through panels β€” quick cleanup passes, batch-style fix-ups after analysis, or spinning up a primitive to test a boolean cut. Most commands need a model loaded first; help, clear, and the modeling commands work on an empty scene.
β–ΈHow to use
  1. Press Ctrl+` (Cmd+` on Mac) to open the terminal with the input focused.
  2. Type "help" to see every command grouped by category, or "help <command>" for details on one.
  3. Start typing a command and press Tab to auto-complete; press Tab again to cycle through other matches.
  4. Press Enter to run. Use the Up/Down arrows to recall previous commands (the last 100 are kept).
  5. Press Ctrl+L or type "clear" to wipe the terminal screen.

Settings

  • Geometry β€” flip-normals (fn), recalc-normals (rn), merge-vertices (mv), remove-islands (ri), lay-flat (lf), rotate <x|y|z> (rot, 90Β° turns), mirror <x|y|z> (mir)
  • Analysis & Repair β€” analyze (a), repair (r), hollow <thickness_mm> (thickness must be a positive number), diagnose (diag, AI-diagnoses the last failure), surface-split (ss, for shells/open meshes)
  • Edit Mode β€” select-all (sa), invert-selection (is), delete-selected (ds)
  • Export β€” export <stl|obj> (exp): sets the export format, then use the Export section to download
  • Modeling β€” create_box [w] [h] [d] (box; defaults 20 mm each), create_cylinder [radius] [height] (cylinder; defaults 10/20 mm), create_sphere [radius] (sphere; default 10 mm), create_cone [radius] [height] (cone; defaults 10/20 mm), move [x] [y] [z], scale [x] [y] [z], rotate_obj [x] [y] [z] (rotobj, degrees), union, subtract (sub), measure (toggles point-to-point measuring)
  • Built-in β€” help (?), clear (cls)

Shortcuts: Enter β€” run; Up/Down β€” command history; Tab β€” cycle completions; Ctrl+L β€” clear screen

Example: Type "box 40 20 10" then "cylinder 8 30", select the box, and run "subtract" to punch a cylindrical hole through it β€” then "measure" to check the result. All of these are undoable.

Output Log

Terminal & History

The live progress feed for everything Karaslice does to your model. Running operations β€” analysis, repair, reconstruction, Split, and cloud deep repair β€” show a spinner, a progress bar, and the current stage; finished operations leave a one-line summary (for example how many holes were filled and whether the mesh ended up watertight). Below that, a timestamped pipeline log records each step with a green check, red warning, or spinner.

When to use: Any time you kick off a longer operation and want to see exactly where it is, or afterwards, to review what was done and whether every step succeeded.
β–ΈHow to use
  1. Open the bottom panel and pick the Output tab (a count badge shows how many log entries exist).
  2. Watch the progress readout while an operation runs; each stage is named as it happens.
  3. After it finishes, read the one-line result summary and the timestamped log entries.
  4. If a step failed, click the Diagnose button next to the red entry to send it to the AI Agent for a root-cause diagnosis.
  5. Click Clear above the log to empty it.

Shortcuts: Ctrl+` (Cmd+` on Mac) opens the bottom panel

Example: During a deep repair you watch the stages advance β€” welding, hole filling, reconstruction, validation β€” and afterwards the log shows "Repair: watertight Β· 14 holes filled".

Problems Tab

Terminal & History

A consolidated issue list for your model, similar to a code editor's problems pane. After you run analysis, every detected issue is sorted by severity (error, warning, info) and grouped into categories β€” Topology, Geometry, Normals, Print, and General β€” and failed operations are listed separately as Operation Errors. Many issues carry a one-click Fix button that runs the matching repair command for you.

When to use: Right after importing or analyzing a model, and before slicing or exporting β€” it is the fastest way to see whether the mesh is print-ready and to fix the blockers one click at a time.
β–ΈHow to use
  1. Run Analyze on your model (the tab shows red/amber count badges once problems exist).
  2. Open the bottom panel and pick the Problems tab.
  3. Review the list β€” errors first (for example open edges or non-manifold geometry), then warnings (degenerate triangles, flipped normals, thin walls), then informational notes (overhangs).
  4. Click Fix next to an issue to run its suggested repair β€” for example Repair for topology errors, Remove Islands for zero-volume fragments, Merge Vertices for slivers, or Recalculate Normals for flipped faces.
  5. Re-run Analyze to confirm the list comes back clean β€” "No problems detected."
Example: Analysis flags "Mesh is not watertight: 36 open edges" as a Topology error β€” you click Fix and the auto-repair pipeline closes the holes.

AI Mesh Agent

Terminal & History

A chat assistant that understands your loaded model β€” its size, triangle count, watertightness, detected issues, and recent operation history β€” and turns plain-English requests into a step-by-step plan of terminal commands. Every plan is shown for your approval first: run it all at once, run or skip individual steps, or cancel it entirely. Nothing executes without your say-so. It can also remember useful facts you tell it for future sessions. Signing in is required.

When to use: When you are not sure which repair or preparation steps a model needs, when an operation failed and you want a diagnosis, or when you would rather describe the goal than pick the individual tools yourself.
β–ΈHow to use
  1. Open the bottom panel and pick the AI Agent tab (sign in first if prompted).
  2. Load a model, then describe what you want in plain English β€” e.g. "fix my mesh for printing" or "hollow it out to 2mm".
  3. Review the proposed command plan: each step shows the command and a short explanation of why.
  4. Click Run All to execute the whole plan, or use the per-step play/skip buttons to cherry-pick; Cancel discards the plan.
  5. Watch each step tick from pending to done; results appear in the Output tab like any other operation.
  6. Tip: clicking Diagnose on a failed step in the Output tab drops you here with the error pre-submitted.
Example: You ask "prep this scan for printing" β€” the agent proposes: repair, remove-islands, lay-flat, and hollow 2, each with a one-line rationale. You skip the hollow step and Run All on the rest.

Undo & Redo

Terminal & History

Every meaningful change to your scene β€” repairs, edits, transforms, booleans, splits, paint strokes, terminal commands β€” is recorded so you can step backwards and forwards. Up to 20 steps are kept in each direction. Rapid bursts of input, like dragging a slider or a run of paint strokes, are grouped into a single step so one Undo reverts the whole gesture instead of each tick.

When to use: Whenever an operation didn't do what you hoped β€” undo is safe for virtually every scene-changing action, including AI-agent plans and terminal commands.
β–ΈHow to use
  1. Press Ctrl+Z (Cmd+Z on Mac) to undo the last action.
  2. Press Ctrl+Shift+Z β€” or Ctrl+Y β€” to redo.
  3. Or use the Undo / Redo buttons at the top of the History panel.
  4. Note: while your cursor is in a text field, these shortcuts edit the text as normal instead of touching the model.

Settings

  • History depth β€” 20 steps of undo and 20 steps of redo (oldest steps drop off beyond that)

Shortcuts: Ctrl+Z / Cmd+Z β€” undo; Ctrl+Shift+Z or Ctrl+Y β€” redo

Example: You run a boolean subtract that eats too much of the part β€” one Ctrl+Z brings both original objects back exactly as they were.

History Panel

Terminal & History

A visual timeline of every recorded action in your session, newest first, each with a label (like "Boolean Union" or "Move object") and a timestamp. Beyond single-step undo, you can click any entry to jump the whole scene back to the state just before that action β€” the skipped steps become redoable, so jumping back is reversible. A counter shows how many steps are waiting to be redone.

When to use: When you want to rewind several operations at once, compare against an earlier state, or see exactly what has been done to the model this session.
β–ΈHow to use
  1. Open the History section from the toolbar on the left side of the editor.
  2. Use the Undo and Redo buttons at the top, or click any entry in the list to restore the scene to the state before that action.
  3. After jumping back, the discarded steps appear as "N steps available to redo" β€” redo walks forward through them in order.
  4. Click the Clear (trash) button to wipe the recorded history; this does not change your model, only the timeline.

Settings

  • History depth β€” 20 entries (matching the undo limit); older entries drop off

Shortcuts: Ctrl+Z / Cmd+Z β€” undo; Ctrl+Shift+Z or Ctrl+Y β€” redo

Example: After experimenting with three transforms and a mirror, you click the entry labeled "Rotate object" to restore the scene to just before that rotation β€” all four later steps queue up as redoable.

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