Axonix Tools
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Image to 3D Model Converterphoto, logo or heightmap → STL

Turn any photo, logo, or heightmap into a real 3D mesh — watertight STL for printing, GLB for the web, OBJ for legacy pipelines. The mesher runs on your device, so nothing is ever uploaded.

Nothing leaves your deviceWorks offlineNo watermarks, no export limitWatertight by default
No file handy?
STEP 01

Load an image

A photo, a logo, or a greyscale elevation raster. PNG, JPG or WEBP — decoded in the browser.

STEP 02

Choose the solid

Plaque for a flat base, Disc for tokens, Terrain for an open surface. Relief and floor set the print's depth.

STEP 03

Refine the relief

Noise floor drops the dark background, contrast sharpens edges, smoothing kills sensor grain. Nothing is destructive.

STEP 04

Export and slice

Watertight STL for the slicer, GLB with the source image baked as a texture, OBJ for older CAD, PNG for a reference shot.

Finish
View
Live preview128² grid
Faces
—
Vertices
—
Bounds
—mm
Volume
—cm³
Shell
Watertight

Export the mesh

Print ready at 80 × 80 × 11.5 mm.

STLSlicers & CAD
GLBWeb & AR views
OBJLegacy pipelines
Print check passed

Closed watertight solid inside typical FDM limits — thinnest wall 2.5 mm, total height 11.5 mm. Ready to slice.

Source image

Decoded locally — never uploaded

01

starburst_medal.png

512 × 512 px

Greyscale heightmaps work too: bright pixels rise, dark pixels sink. Turn on Invert relief in Geometry to flip that — which is exactly what a rubber stamp needs.

Geometry

Shape of the solid and its base

02
Solid type
mm

Peak-to-valley distance above the base. Below 1.5 mm fine detail stops resolving on a 0.4 mm nozzle.

mm

Solid base slab — below 1 mm an FDM wall becomes a single perimeter and splits.

Grid density128²

Vertices per side. Detail scales with the square, so 384² carries nine times the resolution of 128² — worth it for facial detail in a lithophane, overkill for a flat logo that 128² exports instantly.

Invert Relief

Swap peaks and valleys — raised designs for stamps

Refine

Non-destructive image conditioning

03
%

Clips dark background pixels down to the base. Raise to 5–6% on a logo so the flat white paper does not print as a bumpy field.

×

Above 1.0 steepens midtones and crisps up edges; below 1.0 flattens them. 1.3–1.45 is the sweet spot for flat logos and QR codes.

px

Suppresses camera sensor grain and pixel stair-stepping. Keep at 0 for sharp vector logos and QR modules.

%

Thins the outer border of the relief so a sharp corner cannot curl off the plate. Use 5–8% for plaques and signage.

Lighting

Preview only — nothing here changes the mesh

04

Turn on Backlight in the viewport rail to preview a lithophane: it swaps the surface for a thickness map, so the bright areas you see are the thin ones your lamp will shine through.

Quick profiles

One click writes every value above

05

Profiles overwrite the current settings — there is no undo stack.

Real jobs, real settings

What people actually make with this

Six jobs this converter was built for — the settings that work, how to orient the print, and the one mistake that ruins each of them. Every card loads its numbers straight into the workbench above.

Lithophane from a family photo

A backlit panel where thickness becomes brightness — hold it against a lamp and the photo reappears.

Solid
Plaque
Relief
2.6 mm
Floor
0.6 mm
Grid
384²
Invert relief
On

On the printer: stand it upright along the bed's Y axis, 0.12 mm layers, 100% infill, white PLA — an 80 × 80 mm panel runs about two hours.

Infill below 100% shows its honeycomb through the picture the moment you backlight it.

Based on: Backlit Panel

Desk nameplate from a logo

A logo lifted 5 mm off a 4 mm slab so it casts a real shadow — reads like machined metal in matte filament.

Solid
Plaque
Relief
5 mm
Floor
4 mm
Grid
256²
Edge taper
6%

On the printer: flat on a textured PEI sheet, 0.16 mm layers, 3 walls, 15% infill — the 4 mm floor is what keeps the corners down.

A sharp logo corner curls off the plate without 5–8% edge taper. Outdoors, use PETG or ASA: PLA sags in direct sun.

Based on: Wall Plaque

Terrain model from a DEM heightmap

Greyscale elevation data becomes a 20 mm relief — the model planners, teachers and hikers can actually hold.

Solid
Plaque or Terrain
Relief
20 mm
Floor
2 mm
Grid
384²
Noise floor
0%

On the printer: 0.16 mm layers, 10% infill, grey PLA — switch Solid type to Terrain for the raw surface with no base slab.

Terrain exports an open shell and slicers flag the non-manifold edges. Keep Plaque for anything you plan to sell.

Based on: Elevation Map

Batch giveaways: coasters, keyrings and tokens

One 128² mesh you print eight-up — conference swag, café coasters or board-game tiles with a coin-style relief.

Solid
Disc mask
Relief
2 mm
Floor
3 mm
Grid
128²
Contrast
1.45×

On the printer: 0.2 mm layers, 20% infill, PETG for pocket life — 8 per plate, and drill the 3.5 mm ring hole for a keytag.

The Disc mask shapes the relief, not the outline: the exported slab is square, so round the corners in your slicer or leave it as a squared coaster.

Based on: Coin Relief

Cookie, clay and pottery stamp

Invert Relief turns a dark logo into a raised one, so the design presses into dough or greenware instead of sinking in.

Solid
Plaque
Relief
3 mm
Floor
2 mm
Invert relief
On
Edge taper
4%

On the printer: 0.2 mm layers, 4 walls, 25% infill — and mirror the model in your slicer first, because a stamp prints backwards.

This tool exports the image the way it reads. For food contact, use food-safe filament and seal the print, or keep it to clay and soap.

Custom settings

QR plaque for a window or table

A scannable code raised 2 mm off the plate — signage that survives a café table better than a laminated sticker.

Solid
Plaque
Relief
2 mm
Floor
2 mm
Grid
384²
Smooth
0 px

On the printer: black filament mounted on white, or white filament lit from one side so the raised modules cast their own shadows.

Keep every module at least 0.8 mm wide — at 80 mm across that caps you at a version-20 code, so stay around version 10 and test-scan before mounting.

Based on: Logo Stamp
Engineering guide

The workbench above is a thin shell over four numerical stages: luminance sampling, heightfield construction, surface meshing and print validation. This guide opens each stage up — a live optics simulator, a pipeline debugger, and the failure modes that actually bite on a real printer.

OPTICAL FABRICATION BENCH

Beer-Lambert Photon Transmission & Slicer Simulator

See how light rays pass through physical polymer walls in real time. Vary wall thickness, light source intensity, and material attenuation to dial in high-contrast lithophanes before sending G-code to your 3D printer.

Contrast Ratio: 7.9:1
Physical Slab Cross-SectionZ-Ray Direction: Back → Front
Backlight400 lxFloor: 0.8 mmPeak: 3.0 mmObserver
Highlight Exit103 lx47% Transmission
Deep Shadow Exit13 lx5.8% Transmission
Dynamic Range7.9 : 1Low Contrast (Flat)
Floor Thickness (Base):0.8 mm
Highlights: Thinner floor allows more light transmission. Minimum 0.8 mm recommended for bed adhesion.
Relief Peak Thickness:3.0 mm
Shadows: Thicker walls block more photons. Over 3.6 mm results in pitch-black shadow loss.
Light Distance:40 mm
Optimal Slicer Profile for this Configuration

Print at 0.08 mm layer height with 100% rectilinear infill, bed temp 60°C, and print speed capped at 45 mm/s to eliminate layer ringing.

COMPUTATIONAL GEOMETRY ENGINE

How 2D Pixels Become 3D Polyhedral Solids

Axonix does not perform a naive raster elevation. It executes a 5-stage topological pipeline inside your browser to produce watertight 2-manifold STL and GLB assets.

STAGE 01

Perceptual Photometric Sampling

Luminance calculation matching human eye spectral sensitivity

Client-Side WebGL Native
Mathematical Formula
Y = 0.2126×R + 0.7152×G + 0.0722×B

Human vision has peak sensitivity in the green spectrum (555 nm) and lowest in blue. Standard average (R+G+B)/3 severely skews contrast on warm faces and skies. The ITU-R BT.709 transfer function guarantees faithful tonal graduation before vertex displacement.

Common Engineering Failure

Linear RGB averaging distorts face contours: red lips and blue eyes convert with inverted depth values.

Golden Rule of Thumb

Always preserve alpha channels so transparent logo backgrounds fall back cleanly to base floor.

TROUBLESHOOTING & REPAIR MATRIX

Lithophane & Relief Failure Modes

3D relief printing failure diagnosis. Look up visual print symptoms to immediately identify the root cause in slicer parameters or mesh topology.

Backlight Grid Ghosting

critical

“A visible honeycomb or grid pattern shines through the photo when backlit.”

Root cause: Slicer infill was set below 100% (e.g., 20% Gyroid or Grid). Internal hollow voids cast dark air-pocket shadows.

Fix in Workbench:

Set Infill to 100% Rectilinear. Every layer must be 100% solid plastic with zero internal air pockets.

Coarse Layer Stair-Stepping

critical

“Facial curves and gradients look like jagged topological steps instead of smooth photography.”

Root cause: Model was printed flat on the print bed. The 0.4 mm nozzle diameter dictated the resolution of the image.

Fix in Workbench:

Rotate the model 90° so it stands vertically along the bed's Y-axis. Set layer height to 0.08–0.12 mm.

Washed Out Grey Highlights or Solid Black Shadows

warning

“Dark areas of the photo block 100% of the light like solid black plastic, or bright skies look dim.”

Root cause: Wall thickness dynamic range (Peak − Floor) exceeds the filament's optical transmission window.

Fix in Workbench:

Use the Beer-Lambert Simulator below. Cap Relief Height between 2.4 mm and 3.2 mm, and keep Floor at 0.8 mm.

Base Detachment & Shifting

critical

“The tall, thin vertical print rocks or detaches from the bed mid-way through a 6-hour print.”

Root cause: A thin vertical lithophane has high leverage and tiny bed contact area (< 4 mm wide).

Fix in Workbench:

Add an 8–10 mm outer brim with 0.0 mm brim gap. Clean the PEI sheet with 99% isopropyl alcohol.

Fine Hairs on Back Surface

advisory

“Thin plastic cobwebs across the stepped back face of the lithophane.”

Root cause: Excess nozzle temperature or insufficient retraction during rapid travel moves across relief crevasses.

Fix in Workbench:

Lower nozzle temperature by 5°C, set retraction distance to 0.8 mm (direct drive), and enable 'Avoid Crossing Walls'.

OPEN INTEGRATION RECIPES

Pipeline Code & Slicer Configurations

Copy production-ready scripts for custom Three.js displacement, Blender modifier stacks, Bambu/OrcaSlicer configs, or automated Python Trimesh solids.

// 1. WebGL & Three.js Displaced Mesh with Perceptual Luminance
import * as THREE from 'three';

export function createLithophaneMesh(imageCanvas: HTMLCanvasElement, reliefMm = 3.0, floorMm = 0.8, segments = 256) {
    const ctx = imageCanvas.getContext('2d');
    const { width: w, height: h } = imageCanvas;
    const pixels = ctx.getImageData(0, 0, w, h).data;

    // Subdivided plane matching aspect ratio
    const aspect = w / h;
    const geo = new THREE.PlaneGeometry(100 * aspect, 100, segments, segments);
    const pos = geo.attributes.position;

    for (let row = 0; row <= segments; row++) {
        for (let col = 0; col <= segments; col++) {
            const idx = row * (segments + 1) + col;
            const px = Math.min(w - 1, Math.floor((col / segments) * w));
            const py = Math.min(h - 1, Math.floor((row / segments) * h));
            const offset = (py * w + px) * 4;

            // ITU-R BT.709 perceptual luminance
            const lum = (0.2126 * pixels[offset] + 0.7152 * pixels[offset + 1] + 0.0722 * pixels[offset + 2]) / 255.0;
            
            // Inverted thickness for lithophane: white = thin (floor), dark = thick (floor + relief)
            const thickness = floorMm + (1.0 - Math.pow(lum, 1.2)) * reliefMm;
            pos.setZ(idx, thickness);
        }
    }

    geo.computeVertexNormals();
    return new THREE.Mesh(geo, new THREE.MeshStandardMaterial({
        color: 0xf8fafc,
        roughness: 0.45,
        metalness: 0.05
    }));
}
FABRICATION FAQ

Frequently Asked Questions

Technical reference for 3D printing enthusiasts, optical engineers, and digital fabricators.