Knits & fabric · Test cube 16
Leather
A fine pebbled grain of small cells, like the back of a leather wallet.
Yarn comes on a spool too. I feel very at home here.
- Too fine for a 0.4 mm nozzle: the narrowest part is about 0.8 mm (under 1.2 mm). Make it bigger.
25 mm, with your size and depth. Prints upright, no supports. About 4 MB.
- Depth as written0.7 mm
- Narrowest partabout 0.8 mm
- Smallest size, 0.4 mm nozzle× 1.50
Good for
Cases, journal covers, a matte look that hides fingerprints.
Print notes
The finest texture in the library: the grain is under two nozzle widths, so it reads as a matte surface more than as cells. Scale it up (1.5 or more) to see the pebbles.
- Depth 0.4 to 1.5 mm for a 0.4 mm nozzle (as written: 0.7 mm).
- Best on walls, printed upright. On a flat top, use thin layers (0.12 mm or less).
- Fade it out over the bottom 3 mm so the first layers are flat and stick to the plate.
- Not printed yet: these notes come from the geometry. The test cube will tell us more.
The formula
The real code this page runs: give it a point (U mm across, V mm up) and it returns the height there, in mm. Push the surface out by that much and the texture is real geometry.
function leather(U: number, V: number, amp = 0.7) {
const { d1, d2 } = cells(U, V, 3.2, 9);
return amp * (clamp((d2 - d1) / 0.25, 0, 1) ** 0.6 * (0.8 + 0.2 * fbm(U / 9, V / 9)));
}The helpers it uses (clamp, fbm, noise, rnd, cells)
function clamp(x: number, lo: number, hi: number) {
return Math.min(Math.max(x, lo), hi);
}/** Three octaves of noise, 0..1. */
function fbm(x: number, y: number, o = 3) {
let sum = 0;
let norm = 0;
for (let i = 0; i < o; i++) sum += noise(x * 2 ** i, y * 2 ** i) / 2 ** i;
for (let i = 0; i < o; i++) norm += 1 / 2 ** i;
return sum / norm;
}/** Smooth value noise. */
function noise(x: number, y: number) {
const xi = Math.floor(x);
const yi = Math.floor(y);
const xf = x - xi;
const yf = y - yi;
const u = xf * xf * (3 - 2 * xf);
const v = yf * yf * (3 - 2 * yf);
const a = rnd(xi, yi);
const b = rnd(xi + 1, yi);
const c = rnd(xi, yi + 1);
const d = rnd(xi + 1, yi + 1);
return a + (b - a) * u + (c - a) * v + (a - b - c + d) * u * v;
}/** A repeatable random number 0..1 for a cell (no Math.random: the same texture every time). */
function rnd(a: number, b: number, k = 0) {
const x = Math.sin(a * 127.1 + b * 311.7 + k * 74.7) * 43758.5453;
return x - Math.floor(x);
}/** Jittered cells: distance to the nearest and second-nearest cell center (in cells), and the nearest cell's id. */
function cells(U: number, V: number, p: number, k = 1) {
const x = U / p;
const y = V / p;
const xi = Math.floor(x);
const yi = Math.floor(y);
let d1 = 9;
let d2 = 9;
let id = 0;
for (const dx of [-1, 0, 1])
for (const dy of [-1, 0, 1]) {
const ci = xi + dx;
const cj = yi + dy;
const cx = ci + 0.15 + 0.7 * rnd(ci, cj, k);
const cy = cj + 0.15 + 0.7 * rnd(ci, cj, k + 1);
const d = Math.hypot(x - cx, y - cy);
if (d < d1) {
d2 = d1;
id = rnd(ci, cj, k + 2);
} else d2 = Math.min(d2, d);
d1 = Math.min(d1, d);
}
return { d1, d2, id };
}Printed
Test cube 16 is waiting for the printer. Its photo goes here.