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OrcaSlicer/TEXTURE_DISPLACEMENT.md
2026-08-12 10:14:38 +02:00

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Texture Displacement - Technical Notes

Branch: feature/texture_displacement. Reference for the feature as it stands: what it does, how the algorithms work, and where the code lives.

What it does

A paint-style gizmo (GLGizmoTextureDisplacement) that lets you:

  • Paint one or more "layers" onto a model's surface, each a height-map texture with its own depth/tiling/rotation/offset/invert/tile-mode/projection-mode/blend-mode.
  • Pick a texture from a shipped library (resources/textures/displacement/) or import your own (saved into <data_dir>/textures/displacement/, kept separate so app updates can't clobber it).
  • Combine overlapping layers with image-editor-style blend modes (Add/Subtract/Multiply/Divide).
  • Preview the true displaced result live, before baking (background job, not on the UI thread).
  • Preview via a fast GPU shader instead (no real geometry movement) for a lighter-weight alternative.
  • Bake into real mesh geometry on demand, restricted to the painted area only.
  • Remesh and subdivide so a low-poly model has enough vertices to show fine detail.
  • Unwrap a painted patch with a real CGAL LSCM parameterization and view it in a dedicated, dockable 2D "UV Editor" pane.

Standard vs Pro mode

A two-position slider in the panel header, right of the Dock/Undock button.

Pro shows every mesh-preparation control; Remesh, Subdivide and Bake are run separately by the user, in whatever order they like.

Standard hides all of it and folds one fixed recipe into the Bake button, because a height map only ever moves vertices that already exist - painting onto an imported 12-triangle box and pressing Bake would otherwise do nothing visible. Standard's Bake is:

  1. plan_remesh() + replace_mesh_keep_all_paint() - isotropic remesh to 1 mm, sharp edges above 40 degrees protected. Gives the subdivider an even starting density whatever the input looked like.
  2. plan_adaptive_subdivision() + apply_adaptive_subdivision() - feature-adaptive refinement, max edge 20 mm, detail 0.02 mm, min edge 0.02 mm.
  3. bake() - the ordinary background displacement job.

Both preparation stages are planned before the undo snapshot and applied after it, so a stage with nothing to do is skipped without leaving an empty undo step. The standalone Pro buttons share the same plan/apply split.

All three stages sit under one undo step. Plater::take_snapshot() records the state before the change, so a single snapshot taken at the top of bake_standard() means one Undo returns the mesh to exactly what was imported. TextureDisplacementBakeInput::take_snapshot lets the caller say who owns the undo step - true for the Pro-mode button, false for the pipeline, whose background job commits long after that snapshot's scope has closed.

The presets live in one place (STD_* constants) and apply_standard_mode_presets() pins the hidden controls to them every frame while Standard is active, so the live preview cannot disagree with what Bake will do. Switching to Standard also closes the subdivision preview, whose controls have just gone.

One control survives into Standard: "Added triangles (k)", the subdivision budget. It is deliberately not pinned - pinning would fight the user's own slider every frame - because unlike the rest of the recipe its right value depends on the part rather than on the method (a big model, or a fine texture, simply needs more triangles). Default 1500. The widget is one lambda shared by both layouts.

Standard remeshes after painting, so the remesh has to preserve paint: ModelVolume::restore_painting() only remaps the four standard channels, so replace_mesh_keep_all_paint() additionally runs TriangleSelector::remap_painting() over the eight texture-displacement masks. The Pro Remesh button goes through the same helper. If the remap comes back empty the pipeline stops with a message rather than baking a flat mesh.

Architecture

Data model (per ModelVolume)

Each of up to TEXTURE_DISPLACEMENT_MAX_LAYERS (8) layers gets its own independent FacetsAnnotation paint mask - the same TriangleSelector/FacetsAnnotation machinery every other paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance per layer slot instead of one per volume. This is what makes layered/blended painting work for free: the same triangle can be ENFORCER in layer 2's mask and layer 5's mask simultaneously, and at bake/preview time each layer displaces the surface left by the previous one (image-editor-layer semantics).

Whole-stack settings (border handling, post-process smoothing) live beside the layers in texture_displacement_options (TextureDisplacementOptions), since they belong to no single layer.

Bake algorithm (libslic3r/TextureDisplacement.cpp)

build_texture_displacement(base_mesh, layers, facets_data, options) is accumulate-then-displace, and topology-preserving: the returned mesh has exactly the input's vertices and triangles, in the same order - only the positions of displaced vertices differ.

  1. its_compactify_vertices() on a copy of the input. In practice a no-op (it only drops unreferenced vertices, and preserves the order and indices of the rest). It is there to guarantee the index alignment step 3 depends on.
  2. Area-weighted vertex normals of the undisplaced mesh, computed once. Every layer both projects and displaces along these, so a vertex covered by several layers moves along one single well-defined direction. Where the paint does not cover every triangle around a vertex, the normal is recomputed from the painted triangles alone (the union over all layers, so it stays one direction per vertex): on the rim of a fully painted top face the whole-mesh normal is the 45-degree bisector it shares with the side wall, and displacing along that flares the rim outwards instead of raising it. Interior vertices are unaffected - all their triangles are painted, so the two normals coincide. Paint coverage per original triangle comes straight off TriangleSplittingData::triangles_to_split.
  3. For each layer in slot order: deserialize its stored paint mask into a TriangleSelector against the base mesh (never against a previous layer's output), then selector.get_facets_strict(ENFORCER) → the painted patch. Two facts are exploited:
    • get_facets_strict() returns the mesh's entire referenced vertex array regardless of which state was asked for - only .indices is filtered by state. So get_facets_strict(ENFORCER) and get_facets_strict(NONE) share identical vertex indexing, which is what lets boundary detection be a plain index check instead of a position-hash lookup.
    • The selector's vertex array starts with the mesh's own vertices (extra ones created where a brush stroke split a triangle are appended after them), and get_facets_strict() emits the referenced ones in order. Combined with step 1, selector vertex index i is our vertex i. Split vertices live past the end of our array and are simply skipped - they sit on the paint boundary anyway (splitting only happens at partial coverage).
  4. A vertex used by at least one unpainted triangle is a border vertex. Whether it moves is TextureDisplacementOptions::displace_border, and it does by default. Nothing can tear: the bake is topology-preserving, so a border vertex is one vertex shared by both regions and moving it simply tilts the unpainted triangles that use it. Pinning it instead clamps the outermost ring of relief to zero, which on a fully painted face collapses the pattern into a ring of steep ramps at the edge; it is kept as an option for when the relief must not spill past the paint at all. Either way the border drives the edge_smoothing falloff.
  5. Per interior vertex: sample the height texture (sample_layer_height(), see Projection methods) and fold height * depth_mm * (invert ? -1 : 1) into that vertex's running total via the layer's TextureBlendMode (see Blend modes). A visited set makes each layer fold in exactly once per vertex, no matter how many of the patch's triangles share it - otherwise a Multiply/Subtract layer would apply two or three times over depending on local triangle fan-out.
  6. Move each touched vertex along its (step 2) normal by its accumulated total.
  7. Optionally (TextureDisplacementOptions::smooth_*) relax the result - see Post-process smoothing.

Post-process smoothing

smooth_mesh_vertices(mesh, movable, strength, iterations) - Laplacian relaxation, run after all layers have been folded in, restricted to the vertices flagged in movable. Each pass moves a movable vertex a strength fraction of the way to the average of its one-ring, read from a snapshot of the previous pass so the result does not depend on vertex order (a Gauss-Seidel sweep would smooth several times as hard at the end of the array as at the start). Neighbours come from a CSR-style adjacency built once per call. Topology-preserving, like the bake.

Its job is to round off the hard steps a bitmap height map leaves behind - a different knob from TextureDisplacementLayer::smoothing, which blurs the height map before it is ever sampled.

Two ways in, sharing one set of settings on the volume:

  • The "Smooth result" checkbox + "Smoothing (%)" / "Passes" ride along with Preview and Bake. movable is exactly the set of vertices the displacement moved, so the untouched part of the model keeps its exact geometry and the ring just outside the displaced set anchors the relaxation (the relief cannot creep outward).
  • "Smooth baked mesh now" (GLGizmoTextureDisplacement::smooth_model()) applies the same settings to the volume's committed geometry, for relief that is already baked in. movable there is the painted triangles' vertices. Because smoothing never touches the triangle list, this is the one geometry operation in the gizmo that keeps every paint channel verbatim - it saves and restores the eight texture-displacement masks around set_mesh() rather than remapping or dropping them.

"Ignore outer ring" (smooth_skip_border, on by default) drops the patch's own outermost ring of vertices from movable. That ring's neighbours outside the paint never move, so relaxing it drags the rim of the relief down toward the flat surface and the pattern comes out half-melted where it meets the edge. Held out, the border keeps the full depth the texture asked for and only the interior relaxes. Turning it off softens the outer edge deliberately (a blunter version of the per-layer edge-smoothing falloff). This is the smoothing rim, independent of whether that rim is displaced at all (displace_border, step 4 above); both default to keeping the border sharp.

Blend modes

TextureBlendMode {Add, Subtract, Multiply, Divide}, per layer, applied per vertex against the total accumulated by the layers below it (lower slots). The quantity blended is a signed displacement in mm, not a pixel value.

Add/Subtract are self-explanatory. Multiply/Divide are scaling operations and so need a unit convention: they treat the layer's own value as a factor relative to 1 mm. That makes depth_mm a gain, and - the property that makes a Multiply layer usable as a mask - a layer with depth 1 mm sampling a white (1.0) texel multiplies by exactly 1, i.e. leaves the layers below unchanged. Divide floors its divisor's magnitude at 0.05: a black texel samples to exactly zero, so the divisor really does hit zero in ordinary use, and an unbounded 1/0 would fling vertices thousands of mm away and poison the mesh's bounding box (and every plate/print-volume check downstream). The floor doubles as a cap on how far Divide can amplify the relief beneath it: at most 20×.

The lowest painted layer ignores its blend mode: it has nothing beneath it, and Multiply/Divide against an implicit zero base would annihilate (or blow up) it. Enforced in build_texture_displacement() (the first layer to reach a given vertex always folds in additively) and surfaced in the UI, which labels that layer "Base layer" instead of offering a control that does nothing.

Projection methods

Five choices per layer (TextureProjectionMethod), all funneling through apply_uv_transform() (scale by 1/tiling_scale, rotate by rotation_deg, add offset). They are dispatched by sample_layer_height(), which returns a height, not a UV - because Triplanar takes three texture samples per vertex and so has no single UV that represents it.

  • Triplanar (default) - samples the texture on all three world planes ((y,z), (x,z), (x,y)) and blends the three by the vertex's own normal raised to TRIPLANAR_BLEND_SHARPNESS (4). Hard-picking the single axis most aligned with the normal instead is discontinuous wherever that dominant axis flips: on a +X face the planar coordinate is (y, z), on a Y face it is (x, z), so at the shared edge u jumps. A weighted blend is continuous across the transition by construction, since the weight of the axis being left behind falls smoothly to zero. This removes the hard seam; some cross-fade blurring in the band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap around a box needs a real unwrap - that is what the LSCM mode is for.

  • Cylindrical - wraps around an axis through the patch centroid, axis auto-picked as the world axis least aligned with the average normal (perpendicular to the outward radial normal, as a cylinder's own axis would be). u = angle * local_radius (arc length in mm), v = distance along axis. An approximation, not an exact fit for arbitrary geometry, and the axis/centre are not user-overridable.

  • Spherical - longitude/latitude around the centroid, scaled by local radius. Same caveat.

  • LSCM - real UV unwrap via MeshBoolean::cgal::parameterize_lscm() (CGAL's Surface_mesh_parameterization package, LSCM algorithm). Computed once per patch (not per-vertex like the others - it's a single global least-squares solve), then each vertex looks up its precomputed UV. Requires the patch to be a single topological disk (one connected component, one boundary loop) - compute_lscm_uvs() returns empty and the layer falls back to Triplanar if not (e.g. multiple disconnected painted islands, or a fully closed patch). CGAL's parameterizer needs a mesh with no isolated/unreferenced vertices, but get_facets_strict() returns the whole mesh's vertex array - so compact_patch_with_map() builds a clean sub-mesh plus an index map back to the original vertex numbering, purely local to this file.

  • ViewProjected ("From view") - a flat projection along a fixed direction captured from the 3D camera, like a slide projector. capture_view_projection() takes the camera's right/up axes, transforms them into the volume's local frame (so the projection rides along if the part is later moved), and stores them as TextureDisplacementLayer::view_project_right/up (unit vectors, so the projected coordinate stays in mm and tiling_scale keeps meaning mm). sample_layer_height() projects Vec2f(dot(pos, right), dot(pos, up)). Single-valued per point, so - like LSCM but unlike blended Triplanar - the fast preview and UV-check overlay precompute it per vertex (compute_layer_vertex_uvs()) and drive the shader's use_vertex_uv path. Faces angled away from the projector smear; that is inherent to view projection.

    Two companions to this mode:

    • Projection frame overlay (TextureProjectorFrame, see below) - a semi-transparent window dragged over the 3D view whose border becomes the projection's edge. Applying it stores an exact projective map in view_project_matrix, which supersedes the affine right/up axes above for that layer (view_project_projective).
    • "Project only on visible" (select_visible_faces()) - repaints the layer with exactly the facets the camera can see, so the projected area matches the viewpoint the projector was captured from. Two tests: a facing test (normal vs. view direction, per triangle - under perspective the view direction varies across the model, so it is taken from the eye to each centroid), then MeshRaycaster::get_unobscured_idxs() on the survivors to drop facets hidden behind other geometry, so a concave part's far inner wall is correctly excluded. One ray query per front-facing facet, hence click-driven (on the checkbox and on each "Capture current view"), never per frame. It replaces the layer's paint rather than adding to it - "project onto what I can see" would otherwise accumulate every angle the user had ever looked from.

Manual seams and island cutting

TextureDisplacementLayer::lscm_seam_edges - undirected mesh-vertex-index edge pairs the unwrap is forced to cut along, on top of the dihedral-angle seams. segment_into_charts() takes a set of these (translated from mesh → compacted-patch numbering inside compute_patch_unwrap()) and refuses to union two triangles across a marked edge whatever their angle. Both the unwrap cache key and the gizmo's UVEditorState include the seam list, so marking a seam (which leaves the paint mask untouched) still forces a re-solve. Like the paint masks, seams are mesh-index-space and so dropped on any topology change.

Two ways to write to it:

  • Mark seam (manual) - a "Mark seams" click mode (m_seam_edit_mode) that suppresses painting. A click raycasts the volume (m_c->raycaster()->raycasters()[idx]->unproject_on_mesh(), idx = the volume's slot among model-part volumes), finds the facet's edge nearest the hit point, and toggles it. Marked edges render as a red overlay (render_seam_overlay()), pulled toward the camera so they read on top. This is the Blender mark-seam workflow.
  • Cut island (auto) - cut_island() takes the selected chart's triangles (back-mapped from the unwrap via source_vertex), finds their 3D bounding box, and marks every edge that straddles the mid-plane perpendicular to the longest axis. The re-unwrap then splits the chart across its narrow waist. Exposed as the UV pane's Cut button.

UV-check overlays (checker / distortion)

resources/shaders/{110,140}/texture_displacement_uvcheck.{vs,fs}, one shader with a mode uniform, drawn over the painted patch (rebuild_uvcheck_mesh()/render_uvcheck_mesh(), P3N3T2: normal.x = distortion, tex_coord = uv), pulled forward with a polygon offset. Checker samples a procedural checkerboard at the layer's uv (per-vertex for LSCM/ViewProjected, in-shader triplanar otherwise) - squares that stay square mean low distortion. Distortion colours each triangle blue→green→red by log2(uv_area / surface_area) centred on the patch's median stretch (so a globally-scaled unwrap reads as uniformly ideal and only relative stretch shows), averaged to vertices. A separate Show mesh wireframe toggle draws the whole volume's triangle edges, rebuilt only when the vertex count changes (not per stroke).

Tiling

DecodedHeightTexture::sample(uv, tile_enabled, tile_method). Two tile methods when enabled (Repeat, MirroredRepeat). When tile_enabled is false, sampling outside [0,1) returns 0 directly rather than clamping the coordinate into range, which would smear the border row/column of pixels outward to infinity in every direction (streaky lines radiating out from the painted patch).

Subdivision — two modes

Uniform (subdivide_mesh_uniform()) — whole-mesh, 1-to-4 split. Recursive edge-midpoint split with a shared per-pass midpoint cache (keyed by sorted vertex-index pair) so triangles sharing an edge get the same new vertex - capped at max_iterations (default 6). Whole-mesh so it never leaves a T-junction, at the cost of densifying everywhere. Wired as a "Subdivide steps" slider (05, 0 = no subdivision), Apply snaps back to 0. Drops texture-displacement paint (no remap) via the standard save_painting()/set_mesh()/restore_painting() dance; the other four channels are remapped.

Adaptive (subdivide_mesh_adaptive()) — refine only the painted area, by Rivara longest-edge bisection, which is conformal by construction. Only terminal edges are ever bisected - an edge that is the longest edge of every triangle sharing it - which splits both those triangles along one shared midpoint at once, so a hanging node is never created. The edge to split for a triangle that wants refining is found by longest-edge propagation (LEPP): walk to the longest edge of ever-longer-edged neighbours until a terminal one is reached, and bisect that. Edge length strictly increases along the path (ties broken by mesh-vertex key, which both sides of an edge compute identically), so the walk cannot cycle, and Rivara's result is that repeating it refines the original triangle in a bounded number of bisections. The transition triangles it pulls in just outside the painted patch are the graded band that makes the size change conformal.

The win: a small decal on a big model no longer quadruples the whole model's triangle count.

Run to completion, worst-first, against a triangle budget. The refinement loop is not a fixed number of sweeps: it holds every triangle that is over its criteria in a max-heap keyed by how many times over it is, pops the worst, walks its LEPP, bisects, and re-scores. Edge adjacency (nb[e], the triangle across each edge) is built once and maintained incrementally through each bisection, so the cost scales with the refined region rather than with the whole model. max_triangles is the only bound; stopping on it leaves a perfectly valid, still-conformal mesh that spent its budget on the largest errors. A fixed sweep count instead spends itself grading the coarse surroundings - whose edges are the longest, so they win every terminal-edge contest - and never reaches the painted patch.

It carries the paint forward, which is what makes it usable (uniform subdivide drops paint). Because the refinement is driven by the paint, the remap is trivial: subdivide_mesh_adaptive() fills an out_source[new_tri] = input_tri map (children inherit their parent), and the gizmo rebuilds each layer's mask on the new mesh - a new triangle is painted iff its source was fully painted in that layer. collect_paint_region() derives both:

  • the union refine-region: exactly the original triangles the brush touched, read straight off TriangleSplittingData::triangles_to_split (serialize() records an entry per original triangle that is either split - i.e. partially painted, the patch boundary - or carries a non-default state). No dilation: marking every triangle that shares a vertex with the patch drags in a whole fan of huge unpainted neighbours and refines those down to the resolution floor, since the height field the detail test samples is not restricted to the painted area. The conformal closure already grades the size change outward on its own.
  • the per-layer fully-painted-triangle sets (a get_facets_strict(ENFORCER) sub-triangle with all three original vertex indices == a whole, fully-painted original triangle; a partial stroke's sub-triangles always carry a split vertex).

The other four channels ride the normal restore_painting() remap.

Both modes share the gizmo's Preview/Apply/Done flow; the "Only painted area (adaptive)" checkbox picks the mode, and the adaptive preview follows the paint live (rebuild_preview() refreshes the wireframe while the subdivide preview is open in adaptive mode). The panel shows the previewed triangle count.

Feature-adaptive (follow texture detail). A sub-mode of adaptive (the "Follow texture detail" checkbox) that puts triangles where the displaced surface actually bends, not evenly. A flat region or a linear ramp needs no extra vertices (linear interpolation is exact for a ramp); what needs them is curvature - the second derivative, not the gradient. So the extra predicate is a chord-error test: sample the combined displacement at the triangle's three edge midpoints and its centroid (sampling the interior is what catches a bump sitting inside a triangle, the blind spot of an edge-only test) and take the largest departure from the flat triangle's barycentric interpolation. Refine while that exceeds chord_tolerance_mm ("Detail (mm)"). Zero chord error on a ramp ⇒ untouched; high on a bump/ridge/noise ⇒ refined until captured. Same conformal machinery, so still crack-free. The per-triangle error is cached and recomputed only for the children of a split.

Four knobs bracket it, and all four matter:

  • "Max edge (mm)" (target_edge_length_mm) is a baseline that applies in feature mode too. Without it the chord test aliases: a big triangle over a fine pattern can sample four points that all land at similar heights, report no error, and stall before refinement ever starts. The baseline guarantees a sampling density fine enough for the curvature test to see the texture at all.
  • "Detail (mm)" is the chord tolerance above.
  • "Min edge (mm)" is a hard floor under both, and is what guarantees termination across a sharp texture step, where the error never falls however fine the mesh gets.
  • "Added triangles (k)" is the budget, passed as max_triangles (the model's own triangle count plus the slider, so the control still means something on an already-dense model).

The height field is make_combined_displacement_sampler() - it mirrors build_texture_displacement()'s per-layer setup (decode, patch centroid, cylinder axis, blend order, "lowest layer folds additively") but evaluated per point. Two deliberate simplifications, both erring toward more detail (safe - over-refinement is never a crack): every sampleable layer is sampled at every point (no per-point paint test), and edge-smoothing falloff is ignored. The first is why the refine region must not be dilated - outside the paint the sampler still reports full relief. LSCM layers are skipped (no per-point UV); a purely LSCM stack yields a null sampler and the code falls back to the length baseline alone. Per-vertex heights are sampled lazily, so a small patch on a huge model never pays for the rest of it.

Fast preview (GPU-only, no CPU meshing)

resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}, registered as "texture_displacement_bump". Shades the displaced surface without moving geometry - active-layer only, selected from the View row, and the default when the gizmo opens (m_use_bump_preview = true). Vertex format is GLModel::Geometry::EVertexLayout::P3N3T2: normal.x carries the per-vertex paint weight (0/1), normal.y flags the UV island currently being dragged, and tex_coord carries a precomputed texture UV, so it can use GLModel normally instead of a hand-rolled VBO/VAO manager.

The mesh is flat (vertices not shared between triangles): every corner of a painted triangle gets weight 1, every corner of an unpainted one weight 0. A coarse mesh needs that - one painted face of a raw cube has no strictly-interior vertex, so per-vertex weighting would either bleed onto the neighbours or vanish outright. Duplicating vertices costs no shading quality here because the shader takes its surface normal from screen-space derivatives of position, not from a per-vertex normal.

Both preview meshes work in the patch's vertex space, not the mesh's. Those agree only until a brush stroke splits a triangle: get_facets_strict() then appends the split vertices, so the patch array is longer. rebuild_bump_preview_mesh() and rebuild_uvcheck_mesh() therefore index patch.vertices throughout. The weight buffer is rebuilt at the same cadence as the true-displacement preview (stroke-end/slider-release) but from the live TriangleSelector state, not the flushed model facets, so it does not lag by a full model round-trip.

The perturbed normal is the analytic one for a height field H = ±depth_mm · h(uv) displaced along N over any orthonormal surface tangent pair T/B:

N' = normalize(N  (dH/da)·T  (dH/db)·B),   a = dot(p,T), b = dot(p,B)

The two slopes have to be genuine mm-per-mm derivatives for the preview's apparent depth to match the bake's.

Two projection paths (use_vertex_uv uniform):

  • Triplanar (use_vertex_uv = 0) - uv and the T/B axes are both derived in-shader from the dominant normal component, mirroring project_planar()/apply_uv_transform(), and the slope is formed analytically. T/B are the projection's axis-aligned pair, exact only when the face is axis-aligned; the shader drops the along-normal component to keep the gradient in the surface. Here one uv unit is exactly tiling_scale mm, so the 1/tiling_scale gradient factor is right.
  • Precomputed UV (use_vertex_uv = 1, used for LSCM and ViewProjected) - uv comes per-vertex from the CPU (compute_layer_vertex_uvs(), so island placement + tiling/rotation/offset are already folded in), and the perturbed normal is built with Mikkelsen's method ("Bump Mapping Unparametrized Surfaces on the GPU"): the surface gradient taken directly from the screen-space derivatives of the sampled height and position. This makes no uv→mm scale assumption, which is essential, because an LSCM map is conformal, not isometric: it is globally area-scaled but the local mm-per-uv varies across the chart, so a single global 1/tiling_scale factor gets the apparent depth wrong. dFdx(h) captures the true on-screen rate of change however the chart is stretched. This path is also what makes the fast preview follow the UV editor: move an island and its uv - hence its shading - moves with it (the mesh rebuilds on drag-end, on_island_edited(finished)rebuild_preview()rebuild_bump_preview_mesh()). The branch is uniform and the paint weight gates by multiply, so the texture derivatives stay well defined. A triangle straddling a seam has a discontinuous uv → the det≈0 guard skips it (a localised preview-only artifact, never in the bake).

Parallax (triplanar path). Perturbing the shading normal alone welds the pattern to the base surface: it does not slide as the camera orbits, and does not get deeper as depth_mm grows. The triplanar path therefore shades at the point the displaced surface would show at this pixel, found by ray marching (parallax occlusion mapping). A point at ray parameter s, i.e. P + V·s (P the base point, V the unit direction to the eye), sits at height s·dot(V,n) above the undisplaced surface. The displaced surface lives in a shell between the extreme values of amp·(h midlevel) - taken from both ends of h ∈ [0,1], so it holds for an inverted layer and a raised midlevel too, where the surface sits below the undisplaced one. The march starts at the top of that shell, where the ray is outside the surface by construction, and steps inward until the ray height drops below the sampled height. That crossing is the visible point.

Solving Q = P + V·(H(Q)/dot(V,n)) by fixed-point iteration instead is geometrically exact but the divisor goes to zero edge-on; the sample then lands a large fraction of a tile away and the iteration oscillates, which reads as a second, flat copy of the pattern ghosted over the real one. Clamping the step to one tile does not help - a tile-sized shift lands on the neighbouring tile, the same pattern again. Offset limiting (stepping along the tangential part of V) is stable but understates parallax enough that the relief still flattens as soon as the camera tilts. Marching has neither problem.

The hit is interpolated between the last two samples, which keeps PARALLAX_STEPS (24) affordable, and the whole march is skipped when sweeping the shell would move the sample point less than half a texel - the head-on case, so the common view pays almost nothing. The 140 variant samples with textureLod(…, 0.0) inside the loop, since implicit derivatives are undefined in non-uniform control flow. Two uniforms exist for this: midlevel (parallax needs the real height, not just its derivative) and eye_model_pos (the camera in the volume's local frame).

Parallax cannot change the model's silhouette or cast shadows; the View row's Normal mode is one click away for that. The LSCM path stays plain Mikkelsen bump - it has no closed-form uv, so there is no cheap way to re-project a marched position. One further approximation: the GPU sampler's wrap mode stands in for tile_enabled/tile_method, so with tiling off the GPU repeats where the CPU returns 0 outside [0,1).

On-canvas "Adjust Texture" gizmo

A per-active-layer toggle ("Adjust placement") that disables painting and shows a flat pan panel (free 2D drag on both axes) plus two arrows along the patch's own U/V axes (constrained single-axis drag). Anchored to the painted patch's centroid/average-normal (compute_layer_paint_anchor()). Hit-testing is screen-space distance/point-to-segment, not real 3D ray intersection against the handle geometry - simple and good enough at this handle size.

Projection frame overlay (ViewProjected)

src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp - a semi-transparent, resizable wxFrame the user drags over the 3D view, like a slide projector's gate. Whatever the model shows through it is what the texture is projected onto, and the window's border becomes the hard edge of the displacement. Press Apply projection frame and the gizmo reads the window's rectangle and commits it.

The window is deliberately dumb: it owns no placement state and reports nothing continuously. Its position and size are the placement, read on demand at Apply - which is also when the expensive visible-facet raycast runs. So dragging it is free and nothing recomputes until asked.

Plain 2D (wxPaintDC), not a wxGLCanvas: a second GL canvas would have to share the app's one real wxGLContext. It only ever draws a bitmap and a border.

The projective mapping (apply_projection_frame()). The frame defines a screen-space rectangle, but the bake samples from a local-space position, so the two have to be reconciled. view_project_right/up can only express an affine projection - exact under an orthographic camera, but wrong under perspective, where the near end of a part projects larger than the far end and no pair of axes reproduces that. So the layer instead stores a full projective map (view_project_matrix, row-major 3×4, uv = (row0·p̃/row2·p̃, row1·p̃/row2·p̃)), built like this:

  • K = projection · view · (instance · volume), i.e. local → clip, the same product the renderer uses. Note Camera::get_projection_matrix() is typed Transform3d (nominally affine) but its perspective form explicitly writes a (0, 0, 1, 0) bottom row into the underlying 4×4, so clip.w = z_eye is genuinely carried. The build therefore multiplies .matrix() products (plain Matrix4d), never Transform3d products, which would not compose that row correctly.
  • Window coordinates follow igl::project's convention (as CameraUtils::project does), with y measured downward. Writing uv = (win rect_origin) / rect_size makes u and v affine in ndc = clip.xyz / clip.w; multiplying through by clip.w leaves a plain linear combination of K's rows, which is exactly the 3×4 matrix - the perspective divide survives intact.
  • w > 0 is checked rather than divided blindly. A point behind the projector has w < 0 and divides to a plausible-looking but mirrored uv - the classic way a projected decal reappears on the back of a model. project_uv_projective() returns false there and the caller treats it as no height.

The map already includes placement, so apply_uv_transform() is not applied on top of it - the window's own position and size are the placement, and the tiling/rotation/offset sliders would shove the result off the frame the user just aligned. A "Clear" button drops back to the affine path where those controls mean something again.

Apply also sets tile_enabled = false, so DecodedHeightTexture::sample() returns 0 outside [0,1) and the border is a hard edge rather than the first seam of an endless repeat, and repaints the layer via select_visible_faces(&matrix) - the frame's uv square clips the selection, which both matches the paint to the border and keeps the ray queries proportional to the framed area instead of the model.

Owned by the gizmo and destroyed (not just hidden) in on_shutdown(). Closing it only hides it, so reopening keeps it where it was left.

UV Editor pane

UVEditorCanvas (src/slic3r/GUI/UVEditorCanvas.hpp/.cpp) - a standalone wxGLCanvas rendering the flattened LSCM islands (per-island wireframe + outline + fill) over the height texture (background quad tiled across the whole unwrap), with mouse pan/zoom. It is wrapped in a UVEditorPanel (same file) that adds a button row (Frame / Snap / Avg scale / Cut / Join / Unjoin) and a status line along the bottom naming the current gesture and the shortcuts in play. The panel is what is registered as a wxAuiPaneInfo pane on Plater's m_aui_mgr; Plater::show_uv_editor(bool) shows/hides it (deferred via CallAfter, since the gizmo calls it mid-3D-frame), and get_uv_editor_canvas() returns the inner canvas the gizmo talks to.

Deliberately shares the app's one real wxGLContext (wxGetApp().init_glcontext(*this), the same call View3D/Preview/AssembleView make) rather than creating an independent context like SkipPartCanvas does elsewhere in this codebase - this is what lets it reuse the already-registered "flat"/"flat_texture" shaders and GLModel as-is, instead of needing its own shader compilation/VBO management.

Geometry is uploaded once, in the unwrap's own (raw, mm) coordinates, one GLModel set per island; each island is then drawn through its own 2x3 affine (island_transform_matrix() composed with the layer's tiling/rotation/offset) passed as the flat shader's view_model_matrix. A drag updates one matrix per island and touches no vertex buffer - on_island_edited(!finished) calls only set_island_transforms(), and the full set_islands() rebuild happens solely when the unwrap itself changes (unwrap_changed in update_uv_editor()).

Gestures (canvas-owned, reported to the gizmo as incremental deltas via IslandEditFn): left-drag = move, right-drag or R = rotate (hold Shift to snap to 15° steps - quantised on the cumulative rotation, not each delta, so it doesn't judder, and accumulated incrementally so it survives crossing ±180°), S = scale (R/S modal, click/Enter to confirm, Esc to cancel), wheel = zoom about the cursor, middle-drag = pan, Home/F = frame all. Scale writes TextureIsland::scale; "Avg scale" (average_island_scales()) sets every island to the mean, so one island scaled by hand can be matched back to its neighbours' texel density. Snap (canvas-owned m_snap_enabled, toggled from the toolbar) sticks a dragged island's nearest boundary vertex onto a neighbouring island's at drag-end only - a magnet that re-applies mid-drag is very hard to pull out of. Toolbar commands the canvas can't service itself (Avg scale, Cut, Join, Unjoin) are forwarded to the gizmo via CommandFn; view-only ones (Frame, Snap) it handles directly.

File map

libslic3r (core, no GUI dependency):

  • src/libslic3r/TextureDisplacement.hpp/.cpp - data model, bake algorithm, projection methods, tiling, subdivision (uniform + adaptive longest-edge bisection), post-process smoothing (smooth_mesh_vertices()), and TextureDisplacementOptions (the whole-stack settings). See doc comments throughout, they're kept accurate and up to date.
  • src/libslic3r/MeshBoolean.hpp/.cpp - parameterize_lscm() and remesh_isotropic() in the cgal sub-namespace, reusing the existing CGALMesh/_EpicMesh/conversion-helper infrastructure already there for mesh boolean ops. CGAL includes: Polygon_mesh_processing/border.h, Polygon_mesh_processing/connected_components.h, Surface_mesh_parameterization/{Error_code, LSCM_parameterizer_3, parameterize}.h. No new dependency - CGAL 5.6.3 is already vendored and the Surface_mesh_parameterization package headers were already present.
  • src/libslic3r/Model.hpp/.cpp - the 8 named FacetsAnnotation fields + accessor, texture_displacement_layers, texture_displacement_options, and all the mirrored touch points (see Data model above).

GUI:

  • src/slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp/.cpp - the gizmo and its whole panel.
  • src/slic3r/GUI/TextureLibrary.hpp/.cpp - scans the shipped + user texture folders, imports an arbitrary image into the user folder (converting it to the 8-bit grayscale PNG libslic3r decodes), and loads a library file's bytes for a layer. The image→grayscale-PNG conversion lives here, on the GUI side, because libslic3r has no image toolkit; both the import path and the "pick a shipped texture" path go through the same one function.
  • resources/textures/displacement/*.png - the 10 shipped height maps (Bricks, Grid, Hexagons, Knurl, Noise, Quilt, Studs, Waves, Weave, Wood Grain). All 512×512 8-bit grayscale and seamless (each is periodic over the full image in both axes, so tiling shows no seam). Generated procedurally; the whole resources/ tree is installed recursively by CMake, so a new folder under it ships with no build-system change.
  • src/slic3r/GUI/Jobs/TextureDisplacementBakeJob.hpp/.cpp - background bake commit.
  • src/slic3r/GUI/Jobs/TextureDisplacementPreviewJob.hpp/.cpp - background preview compute (mirrors the bake job's shape but commits nothing to the Model).
  • src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp - the semi-transparent projection-frame overlay for ViewProjected layers (plain 2D wxPaintDC, no GL context - see its section above).
  • src/slic3r/GUI/UVEditorCanvas.hpp/.cpp - the 2D UV unwrap viewer widget.
  • src/slic3r/GUI/Plater.hpp/.cpp - uv_editor_canvas member, AUI pane registration, get_uv_editor_canvas()/show_uv_editor().
  • src/slic3r/GUI/GLShadersManager.cpp - registers "texture_displacement_bump".
  • resources/shaders/{110,140}/texture_displacement_bump.{vs,fs} - the fast-preview shader.
  • src/slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp - PainterGizmoType::TEXTURE_DISPLACEMENT.
  • src/slic3r/GUI/Gizmos/GLGizmosManager.hpp/.cpp - EType::TextureDisplacement registration.

Tests

tests/libslic3r/test_texture_displacement.cpp. Covers decode_height_texture round-trip, empty-layer no-op, full-cube uniform displacement, a second layer over the same area contributing, all four blend modes (table-driven), the lowest layer ignoring its blend mode, border displace/pin, post-process smoothing and its mask guarantees, and adaptive subdivision: conformality (every_edge_used_twice on a partially-refined cube - an exact crack detector for a closed mesh), the target edge length actually being reached, the triangle budget capping the result without opening a crack, curvature-driven refinement (a Gaussian bump refines at its centre, a linear ramp adds nothing), and the max-edge baseline.

BUILD_TESTS is OFF in the checked-in build cache; flip it on to run them:

cmake -S . -B build -DBUILD_TESTS=ON
cmake --build build --config Release --target libslic3r_tests -- -m
./build/tests/libslic3r/Release/libslic3r_tests.exe "[TextureDisplacement]" --order rand