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Material per object: on by default; similar blocks are given the same material. If turned off and exporting separate types, a single material is used for all objects. When exporting individual blocks, this checkbox affects whether each block is in its own group making it easy to edit or whether individual blocks are grouped by material.

Split by block type : Blocks have a family and a type.


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For example, the Stone family has stone, granite, polished granite, diorite, and so on. When checked, the individual types are used for grouping and materials.

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This option is off by default, because turning it on yields noticeably more materials, which can mean more editing for you. Each material is identified by its data value suffix, e. If the data value is 0, no suffix is added so the material named "Stone" is plain old stone, data value 0. New materials are limited to those where there's a physical difference in the material itself, not just geometric changes. A block being "active" or a cake being sliced will not give it a separate material and group.

Crops are given separate materials for each growth level, and farmland for each wetness level. Redstone wire is given its 16 levels of power, even though Mineways itself differentiates only between off and on states. Confused yet? There are non-obvious interactions among the various settings. Here is a table summarizing the combinations. Originally this option was meant to make the great and free G3D previewer happy, but now G3D works about the same whether this box is checked or not. That said, some other applications may benefit from this option, so I have left it available.

Make Z the up direction instead of Y: some graphics applications consider the Y direction to be "up", some Z. If your model imports sideways into your application, check or uncheck this box. Create composite overlay faces: For 3D printing there cannot be "floating" cutout tiles such as vines, ladders, rails, torches, and so on. These block types are overlaid atop the underlying block and a new "composite" texture is saved and used.

This process must be done for 3D printing. For rendering it is an option.

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The advantage of leaving this option off is that the result more closely matches Minecraft itself, and that each object has its own material. It also means that all render files exported could use single set of PNG textures, since no composite textures are created. The main drawback of having this option off is that you may encounter z-fighting problems, stray shadows, or other artifacts in your renderings. This option was on by default for rendering up to version 5. Create composite option off the default.

The ladders, rails, and lily pad float a bit above the surface.

Create composite option on. Note how the ladders, rails, and lily pad are attached to the surface. Center model around the origin: when checked, the center of the bottom of the model is put at the origin, location 0,0,0. This helps for import into some renderers, and can improve the floating-point resolution of the data. If you want to instead have the same coordinate values as in your world, uncheck this box you might also want to set the "Make each block" size to whatever you like. Unchecking this option is useful if you do multiple exports from the same world for rendering and want them to use the same coordinate space.

Multiple exports are a way to get around the export size limits for the bit version of Mineways, which is what runs on the Mac. Use biome in center of export area: Instead of the default colors seen on the Plains biome , use the grass, tree, and water colors computed by the biome in the export.

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Currently the biome at the center of the export is used for the whole export. I hope to export multiple biomes someday, but this is a complex export, as it can require many different color variants of grass and tree blocks. See the biomes display option for how to display the biomes. Create block faces at the borders: this option is only available for rendering, to reduce polygon count.

When on, the edges of the export the model are sealed off with whatever blocks were at the borders. For 3D printing this is necessary, as the model must be a solid object. For rendering these side and bottom polygons often are not needed, as the camera is usually positioned to never view these areas of the model.

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Turning this option off for rendering also allows better "tiling", where you export a world piece by piece and read all the pieces in see center model , above , as it pays more attention to neighboring blocks just outside the borders. Note: the various 3D print "fill air bubbles" methods will turn off this method it's a bug. In the scene below, the camera is dollied out to see the borders.

Tree leaves solid less polygons : this option is only available for rendering, to reduce polygon count.

Tree leaves are "cutout" textures, which means that by default each leaf block is exported, along with the trunks. In forested scenes this can make for a lot of extra polygons. By checking this box, leaves are made solid with a black background, which then allows many less polygons to be generated.

For example, in the scene below, rendered with G3D , the transparent leaf model has k triangles, the solid leaf model just k triangles. The rest of the options mostly have to do with 3D printing, which follows.

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Exporting to 3D print As background, view the Shapeways 3D color printing process video. Layers of material are laid down and solidified at the appropriate spots.

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Unsolidified "sand" is vacuumed away. You pay by volume, not by complexity. What this means to you is: avoid making enclosed spaces with tiny entrances. Unfortunately, most buildings are just that: large rooms with small doors. Your job is to make sure your model has either no openings at all, in which case the Hollow option can clear out the inside, leaving just a shell.

Alternately, make escape holes yourself using snow blocks, which you then melt after all processing of your model. I'll explain these options below. There are other potential pitfalls with 3D printing, such as thin wall problems more here , and too many polygons rare for a Minecraft model , to name just two. Shapeways' tutorial pages and materials pages give you a lot to chew on, Sculpteo has a good single-page rundown.

The Mineways program tries to guide you past the major pitfalls, but it's always possible to generate something that's essentially unprintable: too weak, holes too small to clear out the dust, or some other problem. Browsing the tutorials there should help you understand what is possible.

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Options follow. Rotate model clockwise: Can be useful for choosing a default view angle for other programs reading in the model produced. For example, the view of the model is rendered by Shapeways from the south-south-east.