<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://hueforge.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HueForge</id>
	<title>HueForge Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://hueforge.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HueForge"/>
	<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php/Special:Contributions/HueForge"/>
	<updated>2026-06-25T20:26:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=476</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=476"/>
		<updated>2026-06-24T19:31:58Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|500px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[Common Terms]]===&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
&lt;br /&gt;
===[[Printer Profiles]]===&lt;br /&gt;
&lt;br /&gt;
===[[Troubleshooting]]===&lt;br /&gt;
===[[HueForge v8.1 UI Break Down]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Hotkeys]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Controls]]===&lt;br /&gt;
&lt;br /&gt;
===[[Video Summaries]]===&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=What_does_the_Mesh_Core_Do%3F&amp;diff=359</id>
		<title>What does the Mesh Core Do?</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=What_does_the_Mesh_Core_Do%3F&amp;diff=359"/>
		<updated>2025-06-03T01:17:20Z</updated>

		<summary type="html">&lt;p&gt;HueForge: /* TD (Thickness Depth) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Briefing Document: HueForge Color Match Deep Dive ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This document summarizes key concepts, features, and workflows for using the Color Match feature within HueForge, based on two tutorial excerpts. The focus is on understanding how the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; functions to map colors and how to utilize various tools and techniques for effective color matching. These tutorials delve into both the practical, hands-on application of the tools and the more theoretical underpinnings of the color matching algorithms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;OMB5-Iw_WRo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Key Themes &amp;amp; Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Mesh Core as a Custom Luminance Function ===&lt;br /&gt;
* The &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; is not just a visual representation; it acts as a customizable luminance function that defines how colors in an image are mapped to the Z-height of a 3D print.&lt;br /&gt;
* The vertical ordering and layering of colors within the Mesh Core directly influence the print&#039;s appearance.&lt;br /&gt;
* &amp;quot;We&#039;re basically making a custom function to define where the heights of what colors are in the image.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Layering and Blending ===&lt;br /&gt;
* Color matching is approached as a &#039;&#039;&#039;layering problem&#039;&#039;&#039;, where colors are blended rather than simply matched directly.&lt;br /&gt;
* Blending &#039;&#039;&#039;up&#039;&#039;&#039; (from light to dark) has seen significant improvements in recent versions.&lt;br /&gt;
* &amp;quot;Blending up means instead of thinking about blending down to a color... I&#039;m planning on getting a darker and darker color above me...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Color Matching Algorithms ===&lt;br /&gt;
* HueForge utilizes different color matching algorithms, with &#039;&#039;&#039;CIELAB&#039;&#039;&#039; currently being the most accurate.&lt;br /&gt;
* Testing different algorithms is crucial for achieving the best results.&lt;br /&gt;
* &amp;quot;...The CIELAB one is now by far the best. It&#039;s not always the one you&#039;re going to want to use, but it&#039;s by far the best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== TD (Transmission Distance) ===&lt;br /&gt;
* &#039;&#039;&#039;TD values&#039;&#039;&#039; control the thickness and blending of each color layer.&lt;br /&gt;
* They determine how smoothly one color fades into another.&lt;br /&gt;
* The &#039;&#039;&#039;T shortcut&#039;&#039;&#039; and mouse wheel can be used for quick TD adjustments.&lt;br /&gt;
&lt;br /&gt;
=== Importance of Min Depth ===&lt;br /&gt;
* &#039;&#039;&#039;Min Depth&#039;&#039;&#039; is the bottom layer—&#039;&#039;&#039;all layers must be above this level&#039;&#039;&#039;.&lt;br /&gt;
* &amp;quot;...The bottom here is either the lowest slider or it is the layer below Min Depth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Saturated Color Matching ===&lt;br /&gt;
* HueForge always matches to the &#039;&#039;&#039;lowest saturated layer&#039;&#039;&#039;, which can sometimes yield unexpected results when matching dark colors.&lt;br /&gt;
* &#039;&#039;&#039;Disabling layers&#039;&#039;&#039; is an effective technique to manage this.&lt;br /&gt;
* &amp;quot;...Color match is always just going to match to the lowest value of that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Filament Selection for Mesh Core ===&lt;br /&gt;
* The &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; can be adjusted independently of filament selection.&lt;br /&gt;
* However, &#039;&#039;&#039;choosing the filament first&#039;&#039;&#039; and then copying to the Color Core makes matching easier.&lt;br /&gt;
&lt;br /&gt;
=== Color Core as a Representation of Filament Colors ===&lt;br /&gt;
* Once the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; is set, it must be matched to the &#039;&#039;&#039;Color Core&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;Color Core&#039;&#039;&#039; represents the actual filament colors and settings for the print.&lt;br /&gt;
* &amp;quot;...Now that we&#039;ve actually set our Mesh Core, we need to match it to our Color Core.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Practical Workflow ===&lt;br /&gt;
A typical workflow for Color Match involves:&lt;br /&gt;
# Loading an image and switching to &#039;&#039;&#039;Color Match&#039;&#039;&#039; mode.&lt;br /&gt;
# Adjusting the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; to map colors to layers.&lt;br /&gt;
# Matching the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; colors to the &#039;&#039;&#039;Color Core&#039;&#039;&#039; (filament colors).&lt;br /&gt;
# Tweaking colors and placements for optimal blending and visual results.&lt;br /&gt;
&lt;br /&gt;
=== Dynamic vs. Static Mode ===&lt;br /&gt;
* &#039;&#039;&#039;Static and dynamic modes&#039;&#039;&#039; are mostly inactive in Color Match mode.&lt;br /&gt;
* The &#039;&#039;&#039;top slider&#039;&#039;&#039; represents the &#039;&#039;&#039;highest Z-height&#039;&#039;&#039; in the 3D print.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Aliasing Issues ===&lt;br /&gt;
* Anti-aliasing in source images can create unwanted edges in Color Match.&lt;br /&gt;
* Using images &#039;&#039;&#039;without anti-aliasing&#039;&#039;&#039; can help reduce these problems.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation and Iteration ===&lt;br /&gt;
* &#039;&#039;&#039;Color Matching requires experimentation and iteration&#039;&#039;&#039;.&lt;br /&gt;
* Every action in Color Match involves trade-offs.&lt;br /&gt;
* &amp;quot;It&#039;s a trade-off game where you&#039;re trying to figure out what the best matches are that don’t take over where you don’t want them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Key Features and Functionality (from Tutorials) ==&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
* &#039;&#039;&#039;Control/Command + Click + Drag&#039;&#039;&#039;: Sample color from an image and drag onto a slider. Release &#039;&#039;&#039;Control/Command&#039;&#039;&#039; before dropping to match correctly.&lt;br /&gt;
* &#039;&#039;&#039;Z&#039;&#039;&#039;: Set selected slider to zero.&lt;br /&gt;
* &#039;&#039;&#039;T + Mouse Wheel&#039;&#039;&#039;: Adjust &#039;&#039;&#039;TD (Thickness Depth)&#039;&#039;&#039; of a slider.&lt;br /&gt;
* &#039;&#039;&#039;D (or Right Click)&#039;&#039;&#039;: Disable a layer in Color Match.&lt;br /&gt;
&lt;br /&gt;
=== Layout Customization ===&lt;br /&gt;
* Move and dock various controls (e.g., General Options, Lighting, Sliders) for an efficient workflow.&lt;br /&gt;
&lt;br /&gt;
=== Layer Disabling ===&lt;br /&gt;
* Skipping layers in the matching algorithm allows for full saturation control.&lt;br /&gt;
&lt;br /&gt;
=== Mesh View Flipping ===&lt;br /&gt;
* Flip between the model and mesh view using &#039;&#039;&#039;double-click, arrows, or buttons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Browsing Projects ===&lt;br /&gt;
* HueForge allows browsing saved project files for easy access.&lt;br /&gt;
&lt;br /&gt;
== Important Changes in v0.8.0-beta-2 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TD Retention&#039;&#039;&#039;: Dragging a color to a filament slider now retains the original filament&#039;s TD instead of defaulting to 1.&lt;br /&gt;
* &#039;&#039;&#039;Improved Blending Math&#039;&#039;&#039;: Blending &amp;quot;up&amp;quot; calculations are now more accurate.&lt;br /&gt;
&lt;br /&gt;
== Practical Tips from the Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* Start with &#039;&#039;&#039;real colors&#039;&#039;&#039; whenever possible to simplify adjustments later.&lt;br /&gt;
* Be mindful of &#039;&#039;&#039;color saturation&#039;&#039;&#039;, particularly for dark colors and low layer heights.&lt;br /&gt;
* Consider the &#039;&#039;&#039;image context&#039;&#039;&#039; when stacking layers.&lt;br /&gt;
* Prioritize &#039;&#039;&#039;important edges&#039;&#039;&#039;—it may not be possible to perfect every detail.&lt;br /&gt;
* Test different &#039;&#039;&#039;Color Match algorithms&#039;&#039;&#039; to achieve the best results.&lt;br /&gt;
* Watch out for the &#039;&#039;&#039;anti-aliasing issue&#039;&#039;&#039; and how it affects prints.&lt;br /&gt;
* The &#039;&#039;&#039;CIELAB method&#039;&#039;&#039; is the best for Color Match, but &#039;&#039;&#039;Dot Product&#039;&#039;&#039; may be necessary when dealing with similar colors.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
These tutorials provide a strong foundation for understanding and utilizing the &#039;&#039;&#039;HueForge Color Match&#039;&#039;&#039; feature. &lt;br /&gt;
&lt;br /&gt;
Key takeaways:&lt;br /&gt;
* The &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; functions as a &#039;&#039;&#039;custom luminance function&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Strategic layering&#039;&#039;&#039; of colors is essential for optimal blending.&lt;br /&gt;
* A range of tools and adjustments are available for fine-tuning.&lt;br /&gt;
* &#039;&#039;&#039;Success with Color Match requires understanding the principles, experimenting with different techniques, and iterative adjustments&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=348</id>
		<title>HueForge Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=348"/>
		<updated>2025-04-24T15:15:52Z</updated>

		<summary type="html">&lt;p&gt;HueForge: /* Filter Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hotkeys By Category=&lt;br /&gt;
==File Menu==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Open Project || Ctrl+O || Command+O&lt;br /&gt;
|-&lt;br /&gt;
| Open Image || Ctrl+I || Command+I&lt;br /&gt;
|-&lt;br /&gt;
| Reload Image || Ctrl+Alt+I || Command+Option+I&lt;br /&gt;
|-&lt;br /&gt;
| Reload Project || Ctrl+Alt+O || Command+Option+O&lt;br /&gt;
|-&lt;br /&gt;
| Browse Projects (with thumbnails) || Ctrl+B || Command+B&lt;br /&gt;
|-&lt;br /&gt;
| Browse Example Projects || Ctrl+Shift+B || Command+Shift+B&lt;br /&gt;
|-&lt;br /&gt;
| Save Project || Ctrl+S || Command+S&lt;br /&gt;
|-&lt;br /&gt;
| Save Project As || Ctrl+Shift+S || Command+Shift+S&lt;br /&gt;
|-&lt;br /&gt;
| Export STL || Ctrl+E || Command+E&lt;br /&gt;
|-&lt;br /&gt;
| New Project and reset to defaults || Ctrl+N || Command+N&lt;br /&gt;
|-&lt;br /&gt;
| Quit HueForge || Ctrl+Q || Command+Q&lt;br /&gt;
|-&lt;br /&gt;
| Undo || Ctrl+Z || Command+Z&lt;br /&gt;
|-&lt;br /&gt;
| Step-by-Step Undo || Ctrl+Shift+Z || Command+Shift+Z&lt;br /&gt;
|-&lt;br /&gt;
| Redo || Ctrl+Y || Command+Shift+Z&lt;br /&gt;
|-&lt;br /&gt;
| Step-by-Step Redo || Ctrl+Shift+Y || Command+Shift+Z&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General HueForge==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Launch a new instance || Ctrl+Shift+I || Command+Shift+I (the only way to run 2 HueForge instances on MacOS)&lt;br /&gt;
|-&lt;br /&gt;
| Select Filament Filter box || Alt+F || Option+F&lt;br /&gt;
|-&lt;br /&gt;
| Sort Sliders || Alt+S || Option+S&lt;br /&gt;
|-&lt;br /&gt;
| Invert Sliders || Alt+I || Option+I&lt;br /&gt;
|-&lt;br /&gt;
| Clear Slider History || Alt+H || Option+H&lt;br /&gt;
|-&lt;br /&gt;
| Reset View (v0.8.1) || r || r&lt;br /&gt;
|-&lt;br /&gt;
| Filament Set Menu || f || f&lt;br /&gt;
|-&lt;br /&gt;
| Core Fragment Menu || s || s&lt;br /&gt;
|}&lt;br /&gt;
==Filter Options==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Search by Hex || Start search with # || Start search with #&lt;br /&gt;
|-&lt;br /&gt;
| Search works with Tags || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Color Sliders==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Disable Slider (when hovering over) || Space || Space&lt;br /&gt;
|-&lt;br /&gt;
| Move Current Slider up/down || Up/Down Arrows || Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Select Slider to Left/Right in the Slider Dock || Left/Right Arrows || Left/Right Arrows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Color/Mesh Core==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Make Color Core Active (v0.8.1) || , or &amp;lt; || , or &amp;lt;&lt;br /&gt;
|-&lt;br /&gt;
| Make Mesh Core Active (v0.8.1) || . or &amp;gt; || . or &amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Convert Filament to Image Color (Cannot Undo) || i || i&lt;br /&gt;
|-&lt;br /&gt;
| Enable/Disable Slider || Space || Space&lt;br /&gt;
|-&lt;br /&gt;
| Lock Slider in place (will only move when dragged) || l || l&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Slider Handle to display TD/layer value || t || t&lt;br /&gt;
|-&lt;br /&gt;
| Zero the slider under the mouse || z || z&lt;br /&gt;
|-&lt;br /&gt;
| Remove Slider under the mouse || del || del&lt;br /&gt;
|-&lt;br /&gt;
| Move slider up/down || Up/Down Arrows || Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Move slider and all unlocked sliders above it up and down || Ctrl+Up/Down Arrows || Command+Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Move slider and all unlocked sliders below it up and down || Alt+Up/Down Arrows || Option+Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Disable a layer on the Mesh Core to make it unavailable for matching || d || d&lt;br /&gt;
|-&lt;br /&gt;
|Show all TDs&lt;br /&gt;
| Alt + t&lt;br /&gt;
| Option + t&lt;br /&gt;
|-&lt;br /&gt;
|Show Layer Heights&lt;br /&gt;
| Alt + m&lt;br /&gt;
| Option + m&lt;br /&gt;
|-&lt;br /&gt;
| Copy Selected Sliders || Ctrl+C || Command+C&lt;br /&gt;
|-&lt;br /&gt;
| Cut Selected Sliders || Ctrl+X || Command+X&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Selected Sliders || Ctrl+R || Command+R&lt;br /&gt;
|-&lt;br /&gt;
| Paste Copied Sliders (insert) || Ctrl+V || Command+V&lt;br /&gt;
|-&lt;br /&gt;
| Paste Copied Sliders (overwrite) || Ctrl+Shift+V || Command+Shift+V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=347</id>
		<title>HueForge Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=347"/>
		<updated>2025-04-24T15:15:38Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hotkeys By Category=&lt;br /&gt;
==File Menu==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Open Project || Ctrl+O || Command+O&lt;br /&gt;
|-&lt;br /&gt;
| Open Image || Ctrl+I || Command+I&lt;br /&gt;
|-&lt;br /&gt;
| Reload Image || Ctrl+Alt+I || Command+Option+I&lt;br /&gt;
|-&lt;br /&gt;
| Reload Project || Ctrl+Alt+O || Command+Option+O&lt;br /&gt;
|-&lt;br /&gt;
| Browse Projects (with thumbnails) || Ctrl+B || Command+B&lt;br /&gt;
|-&lt;br /&gt;
| Browse Example Projects || Ctrl+Shift+B || Command+Shift+B&lt;br /&gt;
|-&lt;br /&gt;
| Save Project || Ctrl+S || Command+S&lt;br /&gt;
|-&lt;br /&gt;
| Save Project As || Ctrl+Shift+S || Command+Shift+S&lt;br /&gt;
|-&lt;br /&gt;
| Export STL || Ctrl+E || Command+E&lt;br /&gt;
|-&lt;br /&gt;
| New Project and reset to defaults || Ctrl+N || Command+N&lt;br /&gt;
|-&lt;br /&gt;
| Quit HueForge || Ctrl+Q || Command+Q&lt;br /&gt;
|-&lt;br /&gt;
| Undo || Ctrl+Z || Command+Z&lt;br /&gt;
|-&lt;br /&gt;
| Step-by-Step Undo || Ctrl+Shift+Z || Command+Shift+Z&lt;br /&gt;
|-&lt;br /&gt;
| Redo || Ctrl+Y || Command+Shift+Z&lt;br /&gt;
|-&lt;br /&gt;
| Step-by-Step Redo || Ctrl+Shift+Y || Command+Shift+Z&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General HueForge==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Launch a new instance || Ctrl+Shift+I || Command+Shift+I (the only way to run 2 HueForge instances on MacOS)&lt;br /&gt;
|-&lt;br /&gt;
| Select Filament Filter box || Alt+F || Option+F&lt;br /&gt;
|-&lt;br /&gt;
| Sort Sliders || Alt+S || Option+S&lt;br /&gt;
|-&lt;br /&gt;
| Invert Sliders || Alt+I || Option+I&lt;br /&gt;
|-&lt;br /&gt;
| Clear Slider History || Alt+H || Option+H&lt;br /&gt;
|-&lt;br /&gt;
| Reset View (v0.8.1) || r || r&lt;br /&gt;
|-&lt;br /&gt;
| Filament Set Menu || f || f&lt;br /&gt;
|-&lt;br /&gt;
| Core Fragment Menu || s || s&lt;br /&gt;
|}&lt;br /&gt;
==Filter Options==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Search by Hex || Start search with # || Start search with #&lt;br /&gt;
| Search works with Tags || ||&lt;br /&gt;
|}&lt;br /&gt;
==Color Sliders==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Disable Slider (when hovering over) || Space || Space&lt;br /&gt;
|-&lt;br /&gt;
| Move Current Slider up/down || Up/Down Arrows || Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Select Slider to Left/Right in the Slider Dock || Left/Right Arrows || Left/Right Arrows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Color/Mesh Core==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Make Color Core Active (v0.8.1) || , or &amp;lt; || , or &amp;lt;&lt;br /&gt;
|-&lt;br /&gt;
| Make Mesh Core Active (v0.8.1) || . or &amp;gt; || . or &amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Convert Filament to Image Color (Cannot Undo) || i || i&lt;br /&gt;
|-&lt;br /&gt;
| Enable/Disable Slider || Space || Space&lt;br /&gt;
|-&lt;br /&gt;
| Lock Slider in place (will only move when dragged) || l || l&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Slider Handle to display TD/layer value || t || t&lt;br /&gt;
|-&lt;br /&gt;
| Zero the slider under the mouse || z || z&lt;br /&gt;
|-&lt;br /&gt;
| Remove Slider under the mouse || del || del&lt;br /&gt;
|-&lt;br /&gt;
| Move slider up/down || Up/Down Arrows || Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Move slider and all unlocked sliders above it up and down || Ctrl+Up/Down Arrows || Command+Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Move slider and all unlocked sliders below it up and down || Alt+Up/Down Arrows || Option+Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Disable a layer on the Mesh Core to make it unavailable for matching || d || d&lt;br /&gt;
|-&lt;br /&gt;
|Show all TDs&lt;br /&gt;
| Alt + t&lt;br /&gt;
| Option + t&lt;br /&gt;
|-&lt;br /&gt;
|Show Layer Heights&lt;br /&gt;
| Alt + m&lt;br /&gt;
| Option + m&lt;br /&gt;
|-&lt;br /&gt;
| Copy Selected Sliders || Ctrl+C || Command+C&lt;br /&gt;
|-&lt;br /&gt;
| Cut Selected Sliders || Ctrl+X || Command+X&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Selected Sliders || Ctrl+R || Command+R&lt;br /&gt;
|-&lt;br /&gt;
| Paste Copied Sliders (insert) || Ctrl+V || Command+V&lt;br /&gt;
|-&lt;br /&gt;
| Paste Copied Sliders (overwrite) || Ctrl+Shift+V || Command+Shift+V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=346</id>
		<title>HueForge Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=346"/>
		<updated>2025-04-24T15:10:31Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hotkeys By Category=&lt;br /&gt;
==File Menu==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Open Project || Ctrl+O || Command+O&lt;br /&gt;
|-&lt;br /&gt;
| Open Image || Ctrl+I || Command+I&lt;br /&gt;
|-&lt;br /&gt;
| Reload Image || Ctrl+Alt+I || Command+Option+I&lt;br /&gt;
|-&lt;br /&gt;
| Reload Project || Ctrl+Alt+O || Command+Option+O&lt;br /&gt;
|-&lt;br /&gt;
| Browse Projects (with thumbnails) || Ctrl+B || Command+B&lt;br /&gt;
|-&lt;br /&gt;
| Browse Example Projects || Ctrl+Shift+B || Command+Shift+B&lt;br /&gt;
|-&lt;br /&gt;
| Save Project || Ctrl+S || Command+S&lt;br /&gt;
|-&lt;br /&gt;
| Save Project As || Ctrl+Shift+S || Command+Shift+S&lt;br /&gt;
|-&lt;br /&gt;
| Export STL || Ctrl+E || Command+E&lt;br /&gt;
|-&lt;br /&gt;
| New Project and reset to defaults || Ctrl+N || Command+N&lt;br /&gt;
|-&lt;br /&gt;
| Quit HueForge || Ctrl+Q || Command+Q&lt;br /&gt;
|-&lt;br /&gt;
| Undo || Ctrl+Z || Command+Z&lt;br /&gt;
|-&lt;br /&gt;
| Step-by-Step Undo || Ctrl+Shift+Z || Command+Shift+Z&lt;br /&gt;
|-&lt;br /&gt;
| Redo || Ctrl+Y || Command+Shift+Z&lt;br /&gt;
|-&lt;br /&gt;
| Step-by-Step Redo || Ctrl+Shift+Y || Command+Shift+Z&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General HueForge==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Launch a new instance || Ctrl+Shift+I || Command+Shift+I (the only way to run 2 HueForge instances on MacOS)&lt;br /&gt;
|-&lt;br /&gt;
| Select Filament Filter box || Alt+F || Option+F&lt;br /&gt;
|-&lt;br /&gt;
| Sort Sliders || Alt+S || Option+S&lt;br /&gt;
|-&lt;br /&gt;
| Invert Sliders || Alt+I || Option+I&lt;br /&gt;
|-&lt;br /&gt;
| Clear Slider History || Alt+H || Option+H&lt;br /&gt;
|-&lt;br /&gt;
| Reset View (v0.8.1) || r || r&lt;br /&gt;
|-&lt;br /&gt;
| Filament Set Menu || f || f&lt;br /&gt;
|-&lt;br /&gt;
| Core Fragment Menu || s || s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Color Sliders==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Disable Slider (when hovering over) || Space || Space&lt;br /&gt;
|-&lt;br /&gt;
| Move Current Slider up/down || Up/Down Arrows || Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Select Slider to Left/Right in the Slider Dock || Left/Right Arrows || Left/Right Arrows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Color/Mesh Core==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Windows/Linux !! macOS&lt;br /&gt;
|-&lt;br /&gt;
| Make Color Core Active (v0.8.1) || , or &amp;lt; || , or &amp;lt;&lt;br /&gt;
|-&lt;br /&gt;
| Make Mesh Core Active (v0.8.1) || . or &amp;gt; || . or &amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Convert Filament to Image Color (Cannot Undo) || i || i&lt;br /&gt;
|-&lt;br /&gt;
| Enable/Disable Slider || Space || Space&lt;br /&gt;
|-&lt;br /&gt;
| Lock Slider in place (will only move when dragged) || l || l&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Slider Handle to display TD/layer value || t || t&lt;br /&gt;
|-&lt;br /&gt;
| Zero the slider under the mouse || z || z&lt;br /&gt;
|-&lt;br /&gt;
| Remove Slider under the mouse || del || del&lt;br /&gt;
|-&lt;br /&gt;
| Move slider up/down || Up/Down Arrows || Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Move slider and all unlocked sliders above it up and down || Ctrl+Up/Down Arrows || Command+Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Move slider and all unlocked sliders below it up and down || Alt+Up/Down Arrows || Option+Up/Down Arrows&lt;br /&gt;
|-&lt;br /&gt;
| Disable a layer on the Mesh Core to make it unavailable for matching || d || d&lt;br /&gt;
|-&lt;br /&gt;
|Show all TDs&lt;br /&gt;
| Alt + t&lt;br /&gt;
| Option + t&lt;br /&gt;
|-&lt;br /&gt;
|Show Layer Heights&lt;br /&gt;
| Alt + m&lt;br /&gt;
| Option + m&lt;br /&gt;
|-&lt;br /&gt;
| Copy Selected Sliders || Ctrl+C || Command+C&lt;br /&gt;
|-&lt;br /&gt;
| Cut Selected Sliders || Ctrl+X || Command+X&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Selected Sliders || Ctrl+R || Command+R&lt;br /&gt;
|-&lt;br /&gt;
| Paste Copied Sliders (insert) || Ctrl+V || Command+V&lt;br /&gt;
|-&lt;br /&gt;
| Paste Copied Sliders (overwrite) || Ctrl+Shift+V || Command+Shift+V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Office_Hours_v0.9.0_UI_Changes&amp;diff=345</id>
		<title>Office Hours v0.9.0 UI Changes</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Office_Hours_v0.9.0_UI_Changes&amp;diff=345"/>
		<updated>2025-03-06T15:54:22Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Briefing Document: HueForge Office Hours UI Changes for v0.9.0 ==&lt;br /&gt;
The start of this Office Hours was spent going over UI Changes in the upcoming version of HueForge.  This document goes over the highlights.  As always, more details are in the video.&lt;br /&gt;
&amp;lt;youtube&amp;gt;e5CLDQlEd7k&amp;lt;/youtube&amp;gt;&lt;br /&gt;
== Key Highlights ==&lt;br /&gt;
* The default layout has been updated to use toolbars instead of dock widgets. The old dock widgets were prone to crashing and difficult to recover if something went wrong.  They also took up a lot of space.&lt;br /&gt;
&lt;br /&gt;
* Filament and model geometry remain in a dock due but don&#039;t take up much room.&lt;br /&gt;
* The slider dock is optional and can be enabled in the Windows menu. The core now includes all the functions of the sliders that are needed.&lt;br /&gt;
&lt;br /&gt;
* A very useable 1366x768 default layout is how HueForge will load the first time.&lt;br /&gt;
&lt;br /&gt;
* The cores replace the slider functions. Transmission Distance of sliders (TDs) can be adjusted, and the millimeter height of each slider can be displayed for setting layer swaps in the slicer if you don&#039;t use the Describe file (which I don&#039;t).&lt;br /&gt;
&lt;br /&gt;
* The filament library is no longer editable directly. To edit a filament, right-click on it and choose edit.&lt;br /&gt;
&lt;br /&gt;
* You can now increase/decrease font size of the UI.  This settings is per-computer and is reapplied at startup.&lt;br /&gt;
&lt;br /&gt;
* The filament dialogue has added the ability to add tags to filaments.&lt;br /&gt;
  * These tags are searchable and filterable.&lt;br /&gt;
  * Gray filaments have a secret tag for both &amp;quot;gray&amp;quot; and &amp;quot;grey&amp;quot; spellings, ensuring they are searchable under either spelling.&lt;br /&gt;
&lt;br /&gt;
* The filaments menu has a types menu that allows merging PLA and PLA+ into one tab.&lt;br /&gt;
  * Unwanted tabs for filament types and brands can be turned off, with an option to show owned spools of hidden brands.&lt;br /&gt;
  * You can hide filaments by type, brand, or type and brand.&lt;br /&gt;
&lt;br /&gt;
* There is now a UI page that breaks down all the UI elements on the HueForge.wiki for v0.8.1 a version for v0.9.0 will come out at release.&lt;br /&gt;
&lt;br /&gt;
* The previous Luminance option (where you switch between modes) is now called Mesh Mode.&lt;br /&gt;
&lt;br /&gt;
* A lit rendering system has been added, allowing users to see how the image will look with lighting.&lt;br /&gt;
  * The color and intensity of the light can be adjusted.&lt;br /&gt;
  * The shininess of the filament will also affect the rendering.&lt;br /&gt;
  * Filaments with names containing &amp;quot;Metallic&amp;quot;, &amp;quot;Pearl&amp;quot;, &amp;quot;Silk&amp;quot;, &amp;quot;Starlight&amp;quot;, or &amp;quot;Elixir&amp;quot; will automatically be rendered with appropriate shine.&lt;br /&gt;
  * Filaments with Matte or Terra in their name will be rendered with less shine.&lt;br /&gt;
  * Color Shifting effects for filaments like Starlights can be added.&lt;br /&gt;
  * Lit Rendering should be considered experimental.&lt;br /&gt;
&lt;br /&gt;
* Mesh height information has been moved to the Preview pane.&lt;br /&gt;
&lt;br /&gt;
* Base thickness and blend depth have been added.&lt;br /&gt;
  * Base thickness replaces minimum depth but functions differently by moving all layers up while keeping blend depth.&lt;br /&gt;
  * Blend Depth replaces Max Depth and &amp;quot;floats&amp;quot; on top of Base Thickness.  No more moving a bunch of sliders when changing Min Depth.&lt;br /&gt;
&lt;br /&gt;
* Hovering over a layer will create a pulsing highlight the corresponding parts of the image on the mesh.&lt;br /&gt;
&lt;br /&gt;
* There are now options for predicting glow-in-the-dark, fluorescent, and color-shifting filaments.  These options should be considered experimental.  &lt;br /&gt;
  * The current system only supports one secondary effect per filament.&lt;br /&gt;
  * The current prediction system only supports one kind of secondary effect for prediction unless they are widely spaced&lt;br /&gt;
  * You may have multiple colors of glow, or fluorescence, etc, but not glow going into fluoro etc.&lt;br /&gt;
&lt;br /&gt;
* There are now two CIELAB color matching algorithms:&lt;br /&gt;
  * **CIELAB** (the original with bug fixes) which puts some extra weight on the brightness of the colors.&lt;br /&gt;
  * **CIELAB 2**, which puts more weight on perceptual color.  The differences are generally small, but can be impactful in some images.&lt;br /&gt;
&lt;br /&gt;
* Holding down control and using the mouse wheel will move all sliders.   This has been in but it bears repeating.&lt;br /&gt;
&lt;br /&gt;
* Sliders can now be:&lt;br /&gt;
  * Selected&lt;br /&gt;
  * Copied&lt;br /&gt;
  * Cut&lt;br /&gt;
  * Pasted (insert or replace)&lt;br /&gt;
  * Inverted&lt;br /&gt;
  * All operations can be synchronized between cores so that changes in slider orders etc are shared. (Especially useful for experimenting with different color orders)&lt;br /&gt;
&lt;br /&gt;
* A new feature allows saving Core Fragments, which are sets of sliders that can be saved and reused.&lt;br /&gt;
  * Core Fragments are accessed using the S key&lt;br /&gt;
  * You can paste fragments in with Overwrite (replace), Insert, or Merge mode.  The footprint of the fragment is displayed on the affected core.&lt;br /&gt;
&lt;br /&gt;
* A blend assistant has been added to help with CMYK color space blending.  It does not use the HueForge filament blending algorithm, but can still assist in selecting filaments to achieve new colors.&lt;br /&gt;
  * You set your source color by color picker (MacOS must use the native picker in the Color Dialog), or drag and drop then set the target color the same way and it will show both intermediate blends and colors you can use to achieve the target color.&lt;br /&gt;
  * Right clicking on a swatch will give a sorted list (by Delta-E 2000) of the closest colors of filaments you own AND unowned filaments that might be a good match.&lt;br /&gt;
&lt;br /&gt;
* There is now a pixel scaling option for pixel art images.  This turns off any interpolation of the image when resizing.&lt;br /&gt;
&lt;br /&gt;
* The configuration can now be managed, allowing users to:&lt;br /&gt;
  * Move to whatever folder you want&lt;br /&gt;
  * Use an existing configuration from another location like a shared cloud drive to use between multiple computers.&lt;br /&gt;
    * Not all configuration is stored in the folder, some is saved in User settings on the system.&lt;br /&gt;
&lt;br /&gt;
* Borders have been improved and bugs have been fixed.&lt;br /&gt;
  * You may now choose from External Borders or Regular borders.&lt;br /&gt;
    * External borders will not resize the image.&lt;br /&gt;
    * Regular Borders will resize the major axis of the model to avoid cropping or distortion of the image.&lt;br /&gt;
    * If you want to set the major axis to a specific size, use External borders and set the size to desired size - 2 times the border width&lt;br /&gt;
  * Border sizes on all sides will be uniform.&lt;br /&gt;
  * Borders now use less triangles.&lt;br /&gt;
  * Height and Width labels now show a size in () that is the ACTUAL size of the model adjusted by any borders.&lt;br /&gt;
&lt;br /&gt;
* Color Cores have controls between them to allow a set of new functions&lt;br /&gt;
  * Replace all sliders on a core with the ones on the other core (Arrow buttons allow this to go either way)&lt;br /&gt;
  * Reset all colors/disables on the sliders to defaults without removing the image (not a new project, just a color reset to defaults)&lt;br /&gt;
  * Remove all Layer Disables from the Mesh Core&lt;br /&gt;
  * Turn on/off TD mode for all sliders&lt;br /&gt;
  * Turn on/off millimeter labels for all active sliders.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Office_Hours_v0.9.0_UI_Changes&amp;diff=344</id>
		<title>Office Hours v0.9.0 UI Changes</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Office_Hours_v0.9.0_UI_Changes&amp;diff=344"/>
		<updated>2025-03-06T15:54:03Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Briefing Document: HueForge Office Hours UI Changes for v0.9.0 ==&lt;br /&gt;
The start of this Office Hours was spent going over UI Changes in the upcoming version of HueForge.  This document goes over the highlights.  As always, more details are in the video.&lt;br /&gt;
&amp;lt;youtube&amp;gt;e5CLDQlEd7k&amp;lt;/youtube&amp;gt;&lt;br /&gt;
== Key Themes &amp;amp; Concepts ==&lt;br /&gt;
* The default layout has been updated to use toolbars instead of dock widgets. The old dock widgets were prone to crashing and difficult to recover if something went wrong.  They also took up a lot of space.&lt;br /&gt;
&lt;br /&gt;
* Filament and model geometry remain in a dock due but don&#039;t take up much room.&lt;br /&gt;
* The slider dock is optional and can be enabled in the Windows menu. The core now includes all the functions of the sliders that are needed.&lt;br /&gt;
&lt;br /&gt;
* A very useable 1366x768 default layout is how HueForge will load the first time.&lt;br /&gt;
&lt;br /&gt;
* The cores replace the slider functions. Transmission Distance of sliders (TDs) can be adjusted, and the millimeter height of each slider can be displayed for setting layer swaps in the slicer if you don&#039;t use the Describe file (which I don&#039;t).&lt;br /&gt;
&lt;br /&gt;
* The filament library is no longer editable directly. To edit a filament, right-click on it and choose edit.&lt;br /&gt;
&lt;br /&gt;
* You can now increase/decrease font size of the UI.  This settings is per-computer and is reapplied at startup.&lt;br /&gt;
&lt;br /&gt;
* The filament dialogue has added the ability to add tags to filaments.&lt;br /&gt;
  * These tags are searchable and filterable.&lt;br /&gt;
  * Gray filaments have a secret tag for both &amp;quot;gray&amp;quot; and &amp;quot;grey&amp;quot; spellings, ensuring they are searchable under either spelling.&lt;br /&gt;
&lt;br /&gt;
* The filaments menu has a types menu that allows merging PLA and PLA+ into one tab.&lt;br /&gt;
  * Unwanted tabs for filament types and brands can be turned off, with an option to show owned spools of hidden brands.&lt;br /&gt;
  * You can hide filaments by type, brand, or type and brand.&lt;br /&gt;
&lt;br /&gt;
* There is now a UI page that breaks down all the UI elements on the HueForge.wiki for v0.8.1 a version for v0.9.0 will come out at release.&lt;br /&gt;
&lt;br /&gt;
* The previous Luminance option (where you switch between modes) is now called Mesh Mode.&lt;br /&gt;
&lt;br /&gt;
* A lit rendering system has been added, allowing users to see how the image will look with lighting.&lt;br /&gt;
  * The color and intensity of the light can be adjusted.&lt;br /&gt;
  * The shininess of the filament will also affect the rendering.&lt;br /&gt;
  * Filaments with names containing &amp;quot;Metallic&amp;quot;, &amp;quot;Pearl&amp;quot;, &amp;quot;Silk&amp;quot;, &amp;quot;Starlight&amp;quot;, or &amp;quot;Elixir&amp;quot; will automatically be rendered with appropriate shine.&lt;br /&gt;
  * Filaments with Matte or Terra in their name will be rendered with less shine.&lt;br /&gt;
  * Color Shifting effects for filaments like Starlights can be added.&lt;br /&gt;
  * Lit Rendering should be considered experimental.&lt;br /&gt;
&lt;br /&gt;
* Mesh height information has been moved to the Preview pane.&lt;br /&gt;
&lt;br /&gt;
* Base thickness and blend depth have been added.&lt;br /&gt;
  * Base thickness replaces minimum depth but functions differently by moving all layers up while keeping blend depth.&lt;br /&gt;
  * Blend Depth replaces Max Depth and &amp;quot;floats&amp;quot; on top of Base Thickness.  No more moving a bunch of sliders when changing Min Depth.&lt;br /&gt;
&lt;br /&gt;
* Hovering over a layer will create a pulsing highlight the corresponding parts of the image on the mesh.&lt;br /&gt;
&lt;br /&gt;
* There are now options for predicting glow-in-the-dark, fluorescent, and color-shifting filaments.  These options should be considered experimental.  &lt;br /&gt;
  * The current system only supports one secondary effect per filament.&lt;br /&gt;
  * The current prediction system only supports one kind of secondary effect for prediction unless they are widely spaced&lt;br /&gt;
  * You may have multiple colors of glow, or fluorescence, etc, but not glow going into fluoro etc.&lt;br /&gt;
&lt;br /&gt;
* There are now two CIELAB color matching algorithms:&lt;br /&gt;
  * **CIELAB** (the original with bug fixes) which puts some extra weight on the brightness of the colors.&lt;br /&gt;
  * **CIELAB 2**, which puts more weight on perceptual color.  The differences are generally small, but can be impactful in some images.&lt;br /&gt;
&lt;br /&gt;
* Holding down control and using the mouse wheel will move all sliders.   This has been in but it bears repeating.&lt;br /&gt;
&lt;br /&gt;
* Sliders can now be:&lt;br /&gt;
  * Selected&lt;br /&gt;
  * Copied&lt;br /&gt;
  * Cut&lt;br /&gt;
  * Pasted (insert or replace)&lt;br /&gt;
  * Inverted&lt;br /&gt;
  * All operations can be synchronized between cores so that changes in slider orders etc are shared. (Especially useful for experimenting with different color orders)&lt;br /&gt;
&lt;br /&gt;
* A new feature allows saving Core Fragments, which are sets of sliders that can be saved and reused.&lt;br /&gt;
  * Core Fragments are accessed using the S key&lt;br /&gt;
  * You can paste fragments in with Overwrite (replace), Insert, or Merge mode.  The footprint of the fragment is displayed on the affected core.&lt;br /&gt;
&lt;br /&gt;
* A blend assistant has been added to help with CMYK color space blending.  It does not use the HueForge filament blending algorithm, but can still assist in selecting filaments to achieve new colors.&lt;br /&gt;
  * You set your source color by color picker (MacOS must use the native picker in the Color Dialog), or drag and drop then set the target color the same way and it will show both intermediate blends and colors you can use to achieve the target color.&lt;br /&gt;
  * Right clicking on a swatch will give a sorted list (by Delta-E 2000) of the closest colors of filaments you own AND unowned filaments that might be a good match.&lt;br /&gt;
&lt;br /&gt;
* There is now a pixel scaling option for pixel art images.  This turns off any interpolation of the image when resizing.&lt;br /&gt;
&lt;br /&gt;
* The configuration can now be managed, allowing users to:&lt;br /&gt;
  * Move to whatever folder you want&lt;br /&gt;
  * Use an existing configuration from another location like a shared cloud drive to use between multiple computers.&lt;br /&gt;
    * Not all configuration is stored in the folder, some is saved in User settings on the system.&lt;br /&gt;
&lt;br /&gt;
* Borders have been improved and bugs have been fixed.&lt;br /&gt;
  * You may now choose from External Borders or Regular borders.&lt;br /&gt;
    * External borders will not resize the image.&lt;br /&gt;
    * Regular Borders will resize the major axis of the model to avoid cropping or distortion of the image.&lt;br /&gt;
    * If you want to set the major axis to a specific size, use External borders and set the size to desired size - 2 times the border width&lt;br /&gt;
  * Border sizes on all sides will be uniform.&lt;br /&gt;
  * Borders now use less triangles.&lt;br /&gt;
  * Height and Width labels now show a size in () that is the ACTUAL size of the model adjusted by any borders.&lt;br /&gt;
&lt;br /&gt;
* Color Cores have controls between them to allow a set of new functions&lt;br /&gt;
  * Replace all sliders on a core with the ones on the other core (Arrow buttons allow this to go either way)&lt;br /&gt;
  * Reset all colors/disables on the sliders to defaults without removing the image (not a new project, just a color reset to defaults)&lt;br /&gt;
  * Remove all Layer Disables from the Mesh Core&lt;br /&gt;
  * Turn on/off TD mode for all sliders&lt;br /&gt;
  * Turn on/off millimeter labels for all active sliders.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Office_Hours_v0.9.0_UI_Changes&amp;diff=343</id>
		<title>Office Hours v0.9.0 UI Changes</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Office_Hours_v0.9.0_UI_Changes&amp;diff=343"/>
		<updated>2025-03-06T15:49:41Z</updated>

		<summary type="html">&lt;p&gt;HueForge: Created page with &amp;quot;== Summary of UI Updates in HueForge ==  * The default layout has been updated to use toolbars instead of dock widgets. The old dock widgets were prone to crashing and difficult to recover if something went wrong.  They also took up a lot of space.  * Filament and model geometry remain in a dock due but don&amp;#039;t take up much room. * The slider dock is optional and can be enabled in the Windows menu. The core now includes all the functions of the sliders that are needed.  *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary of UI Updates in HueForge ==&lt;br /&gt;
&lt;br /&gt;
* The default layout has been updated to use toolbars instead of dock widgets. The old dock widgets were prone to crashing and difficult to recover if something went wrong.  They also took up a lot of space.&lt;br /&gt;
&lt;br /&gt;
* Filament and model geometry remain in a dock due but don&#039;t take up much room.&lt;br /&gt;
* The slider dock is optional and can be enabled in the Windows menu. The core now includes all the functions of the sliders that are needed.&lt;br /&gt;
&lt;br /&gt;
* A very useable 1366x768 default layout is how HueForge will load the first time.&lt;br /&gt;
&lt;br /&gt;
* The cores replace the slider functions. Transmission Distance of sliders (TDs) can be adjusted, and the millimeter height of each slider can be displayed for setting layer swaps in the slicer if you don&#039;t use the Describe file (which I don&#039;t).&lt;br /&gt;
&lt;br /&gt;
* The filament library is no longer editable directly. To edit a filament, right-click on it and choose edit.&lt;br /&gt;
&lt;br /&gt;
* You can now increase/decrease font size of the UI.  This settings is per-computer and is reapplied at startup.&lt;br /&gt;
&lt;br /&gt;
* The filament dialogue has added the ability to add tags to filaments.&lt;br /&gt;
  * These tags are searchable and filterable.&lt;br /&gt;
  * Gray filaments have a secret tag for both &amp;quot;gray&amp;quot; and &amp;quot;grey&amp;quot; spellings, ensuring they are searchable under either spelling.&lt;br /&gt;
&lt;br /&gt;
* The filaments menu has a types menu that allows merging PLA and PLA+ into one tab.&lt;br /&gt;
  * Unwanted tabs for filament types and brands can be turned off, with an option to show owned spools of hidden brands.&lt;br /&gt;
  * You can hide filaments by type, brand, or type and brand.&lt;br /&gt;
&lt;br /&gt;
* There is now a UI page that breaks down all the UI elements on the HueForge.wiki for v0.8.1 a version for v0.9.0 will come out at release.&lt;br /&gt;
&lt;br /&gt;
* The previous Luminance option (where you switch between modes) is now called Mesh Mode.&lt;br /&gt;
&lt;br /&gt;
* A lit rendering system has been added, allowing users to see how the image will look with lighting.&lt;br /&gt;
  * The color and intensity of the light can be adjusted.&lt;br /&gt;
  * The shininess of the filament will also affect the rendering.&lt;br /&gt;
  * Filaments with names containing &amp;quot;Metallic&amp;quot;, &amp;quot;Pearl&amp;quot;, &amp;quot;Silk&amp;quot;, &amp;quot;Starlight&amp;quot;, or &amp;quot;Elixir&amp;quot; will automatically be rendered with appropriate shine.&lt;br /&gt;
  * Filaments with Matte or Terra in their name will be rendered with less shine.&lt;br /&gt;
  * Color Shifting effects for filaments like Starlights can be added.&lt;br /&gt;
  * Lit Rendering should be considered experimental.&lt;br /&gt;
&lt;br /&gt;
* Mesh height information has been moved to the Preview pane.&lt;br /&gt;
&lt;br /&gt;
* Base thickness and blend depth have been added.&lt;br /&gt;
  * Base thickness replaces minimum depth but functions differently by moving all layers up while keeping blend depth.&lt;br /&gt;
  * Blend Depth replaces Max Depth and &amp;quot;floats&amp;quot; on top of Base Thickness.  No more moving a bunch of sliders when changing Min Depth.&lt;br /&gt;
&lt;br /&gt;
* Hovering over a layer will create a pulsing highlight the corresponding parts of the image on the mesh.&lt;br /&gt;
&lt;br /&gt;
* There are now options for predicting glow-in-the-dark, fluorescent, and color-shifting filaments.  These options should be considered experimental.  &lt;br /&gt;
  * The current system only supports one secondary effect per filament.&lt;br /&gt;
  * The current prediction system only supports one kind of secondary effect for prediction unless they are widely spaced&lt;br /&gt;
  * You may have multiple colors of glow, or fluorescence, etc, but not glow going into fluoro etc.&lt;br /&gt;
&lt;br /&gt;
* There are now two CIELAB color matching algorithms:&lt;br /&gt;
  * **CIELAB** (the original with bug fixes) which puts some extra weight on the brightness of the colors.&lt;br /&gt;
  * **CIELAB 2**, which puts more weight on perceptual color.  The differences are generally small, but can be impactful in some images.&lt;br /&gt;
&lt;br /&gt;
* Holding down control and using the mouse wheel will move all sliders.   This has been in but it bears repeating.&lt;br /&gt;
&lt;br /&gt;
* Sliders can now be:&lt;br /&gt;
  * Selected&lt;br /&gt;
  * Copied&lt;br /&gt;
  * Cut&lt;br /&gt;
  * Pasted (insert or replace)&lt;br /&gt;
  * Inverted&lt;br /&gt;
  * All operations can be synchronized between cores so that changes in slider orders etc are shared. (Especially useful for experimenting with different color orders)&lt;br /&gt;
&lt;br /&gt;
* A new feature allows saving Core Fragments, which are sets of sliders that can be saved and reused.&lt;br /&gt;
  * Core Fragments are accessed using the S key&lt;br /&gt;
  * You can paste fragments in with Overwrite (replace), Insert, or Merge mode.  The footprint of the fragment is displayed on the affected core.&lt;br /&gt;
&lt;br /&gt;
* A blend assistant has been added to help with CMYK color space blending.  It does not use the HueForge filament blending algorithm, but can still assist in selecting filaments to achieve new colors.&lt;br /&gt;
  * You set your source color by color picker (MacOS must use the native picker in the Color Dialog), or drag and drop then set the target color the same way and it will show both intermediate blends and colors you can use to achieve the target color.&lt;br /&gt;
  * Right clicking on a swatch will give a sorted list (by Delta-E 2000) of the closest colors of filaments you own AND unowned filaments that might be a good match.&lt;br /&gt;
&lt;br /&gt;
* There is now a pixel scaling option for pixel art images.  This turns off any interpolation of the image when resizing.&lt;br /&gt;
&lt;br /&gt;
* The configuration can now be managed, allowing users to:&lt;br /&gt;
  * Move to whatever folder you want&lt;br /&gt;
  * Use an existing configuration from another location like a shared cloud drive to use between multiple computers.&lt;br /&gt;
    * Not all configuration is stored in the folder, some is saved in User settings on the system.&lt;br /&gt;
&lt;br /&gt;
* Borders have been improved and bugs have been fixed.&lt;br /&gt;
  * You may now choose from External Borders or Regular borders.&lt;br /&gt;
    * External borders will not resize the image.&lt;br /&gt;
    * Regular Borders will resize the major axis of the model to avoid cropping or distortion of the image.&lt;br /&gt;
    * If you want to set the major axis to a specific size, use External borders and set the size to desired size - 2 times the border width&lt;br /&gt;
  * Border sizes on all sides will be uniform.&lt;br /&gt;
  * Borders now use less triangles.&lt;br /&gt;
  * Height and Width labels now show a size in () that is the ACTUAL size of the model adjusted by any borders.&lt;br /&gt;
&lt;br /&gt;
* Color Cores have controls between them to allow a set of new functions&lt;br /&gt;
  * Replace all sliders on a core with the ones on the other core (Arrow buttons allow this to go either way)&lt;br /&gt;
  * Reset all colors/disables on the sliders to defaults without removing the image (not a new project, just a color reset to defaults)&lt;br /&gt;
  * Remove all Layer Disables from the Mesh Core&lt;br /&gt;
  * Turn on/off TD mode for all sliders&lt;br /&gt;
  * Turn on/off millimeter labels for all active sliders.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Video_Summaries&amp;diff=342</id>
		<title>Video Summaries</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Video_Summaries&amp;diff=342"/>
		<updated>2025-03-06T15:25:41Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====[[v0.7.4 to v0.8.0 UI Changes]]====&lt;br /&gt;
&lt;br /&gt;
====[[What does the Mesh Core Do?]]====&lt;br /&gt;
&lt;br /&gt;
====[[Office Hours v0.9.0 UI Changes]]====&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=V0.7.4_to_v0.8.0_UI_Changes&amp;diff=283</id>
		<title>V0.7.4 to v0.8.0 UI Changes</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=V0.7.4_to_v0.8.0_UI_Changes&amp;diff=283"/>
		<updated>2025-02-10T20:13:02Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recap of YouTube Video: HueForge UI Updates (v0.7.4 - v0.8.0) ==&lt;br /&gt;
[https://youtu.be/UGeZdFy_oyk HueForge v0.7.4-&amp;gt;v0.8.0 UI Changes]&lt;br /&gt;
=== Overview ===&lt;br /&gt;
This document summarizes the key user interface (UI) changes and new features introduced in HueForge between versions 0.7.4 and 0.8.0, as detailed in a recording of a live office hours session. &lt;br /&gt;
&lt;br /&gt;
The primary focus is on the new &#039;&#039;&#039;Color Match&#039;&#039;&#039; functionality, along with improvements to file handling, image editing, and core workflows. The speaker emphasizes the importance of the new UI elements and provides a detailed breakdown of how to use them. Some bugs still exist and will be addressed in an upcoming hotfix. The emphasis is placed on a move towards smaller, more focused updates rather than large releases.&lt;br /&gt;
&lt;br /&gt;
== Key Themes and Ideas ==&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Project Management ===&lt;br /&gt;
* &#039;&#039;&#039;Browse Projects&#039;&#039;&#039;: Replaces the traditional &amp;quot;Open File&amp;quot; with a more visual &#039;&#039;&#039;Browse Projects&#039;&#039;&#039; (&#039;&#039;Ctrl+B&#039;&#039;), displaying project thumbnails for easy identification.&lt;br /&gt;
** Loads the last saved project folder and helps locate project folders.&lt;br /&gt;
* &#039;&#039;&#039;Browse Example Projects&#039;&#039;&#039;: (&#039;&#039;Ctrl + Shift + B&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Thumbnail Capture&#039;&#039;&#039;: Thumbnails represent the view when the project is saved (including zoom level).&lt;br /&gt;
* &#039;&#039;&#039;Centralized Storage&#039;&#039;&#039;: Log files and project files are now stored in a centralized location, streamlining file management.&lt;br /&gt;
* &#039;&#039;&#039;Project Images&#039;&#039;&#039;: Project images can now be embedded within the project file, simplifying file sharing and reducing dependency on external PNG files.&lt;br /&gt;
** &amp;quot;You may save the image inside of the project file, which means you no longer have to worry about that PNG file.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Exporting Project Images&#039;&#039;&#039;: Project images can be extracted from project files for use in other applications.&lt;br /&gt;
** Exported images include edited images (bug fix pending).&lt;br /&gt;
&lt;br /&gt;
=== Image Editing &amp;amp; Brightness Adjustments ===&lt;br /&gt;
* &#039;&#039;&#039;Edit Image Tool&#039;&#039;&#039;: Adjusts brightness before color matching, preventing mesh modifications that affect colors.&lt;br /&gt;
* &#039;&#039;&#039;Brightness Adjustment Modes&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;Alternate&#039;&#039;: Applies a strong, blanket shift.&lt;br /&gt;
** &#039;&#039;Context-Aware&#039;&#039;: Subtle brightness adjustments based on pixel values.&lt;br /&gt;
* &#039;&#039;&#039;Bright Adjust&#039;&#039;&#039;: Now works directly on the image instead of the mesh for better results.&lt;br /&gt;
&lt;br /&gt;
=== UI and Workflow Improvements ===&lt;br /&gt;
* &#039;&#039;&#039;Options Menu&#039;&#039;&#039;: &lt;br /&gt;
** New options to save images inside project files.&lt;br /&gt;
** Display images at print size.&lt;br /&gt;
* &#039;&#039;&#039;Show Image at Print Size&#039;&#039;&#039;: Displays prints at the correct resolution for better accuracy.&lt;br /&gt;
** &amp;quot;When using Color Match, it&#039;s easier to compare when the image resolution matches the print size.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;Use Image Size&#039;&#039;: Imports images while preserving DPI settings.&lt;br /&gt;
** &#039;&#039;Load Image with Default Size&#039;&#039;: Scales images to fit within a defined size upon import.&lt;br /&gt;
* &#039;&#039;&#039;Image Updates&#039;&#039;&#039;: &lt;br /&gt;
** Detects changes in externally edited images and prompts users to reload.&lt;br /&gt;
* &#039;&#039;&#039;Slider UI Improvements&#039;&#039;&#039;:&lt;br /&gt;
** Clarifies that vertical order, not left-to-right position, determines importance.&lt;br /&gt;
** &amp;quot;Sliders don’t matter left to right, but rather top to bottom.&amp;quot;&lt;br /&gt;
** Filaments can be dragged directly onto the slider bar.&lt;br /&gt;
** &#039;&#039;Ctrl + Click&#039;&#039; (&#039;&#039;Cmd + Click&#039;&#039; on macOS) allows slider movement.&lt;br /&gt;
* &#039;&#039;&#039;Hotkeys &amp;amp; Controls&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;Alt + Letter&#039;&#039;: Sorting, inverting, resetting, clearing history.&lt;br /&gt;
** &#039;&#039;Right-click&#039;&#039;:&lt;br /&gt;
*** On a slider → Removes it.&lt;br /&gt;
*** On a region → Inverts it (only in Colorware Core).&lt;br /&gt;
* &#039;&#039;&#039;Core Switching&#039;&#039;&#039;: Click directly on cores to switch them.&lt;br /&gt;
&lt;br /&gt;
=== Color Aware &amp;amp; Color Match Core Functionality ===&lt;br /&gt;
* &#039;&#039;&#039;Colorware Region Control&#039;&#039;&#039;: &lt;br /&gt;
** Regions are now interactive controls (e.g., inverting blends).&lt;br /&gt;
** Swapping white-to-black blending ensures smooth, continuous meshes.&lt;br /&gt;
* &#039;&#039;&#039;Mesh Core Enhancements&#039;&#039;&#039;: &lt;br /&gt;
** Now displayed simultaneously with color cores for real-time color matching.&lt;br /&gt;
** Users can drag non-filament colors from images directly onto the mesh core.&lt;br /&gt;
* &#039;&#039;&#039;Finding Closest Filament&#039;&#039;&#039;: &lt;br /&gt;
** Right-clicking a non-filament color in the mesh core suggests the closest filament match.&lt;br /&gt;
* &#039;&#039;&#039;Layer Disabling&#039;&#039;&#039;: &lt;br /&gt;
** Disable layers with the &#039;&#039;D&#039;&#039; hotkey or by right-clicking to prevent matching with that layer.&lt;br /&gt;
* &#039;&#039;&#039;Slider Enhancements&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;Locking&#039;&#039;: Prevents accidental movement via mousewheel (&#039;&#039;Ctrl/Alt + Mousewheel&#039;&#039;).&lt;br /&gt;
** &#039;&#039;Zeroing&#039;&#039;: Press &#039;&#039;Z&#039;&#039; to reset sliders to zero.&lt;br /&gt;
** &#039;&#039;TD Adjust&#039;&#039;: Adjusts in increments of 0.5 via mousewheel.&lt;br /&gt;
* &#039;&#039;&#039;Color Replacement&#039;&#039;&#039;: Dragging a filament color onto another retains TD values.&lt;br /&gt;
&lt;br /&gt;
=== Color Match Algorithms &amp;amp; Adjustments ===&lt;br /&gt;
* Four Color Match Algorithms:&lt;br /&gt;
** &#039;&#039;CAB&#039;&#039;: Most accurate but slowest.&lt;br /&gt;
** &#039;&#039;Default&#039;&#039;: Balanced approach.&lt;br /&gt;
** &#039;&#039;HSL&#039;&#039;: Best for hue-based matching.&lt;br /&gt;
** &#039;&#039;Dot Product&#039;&#039;: Fastest but less precise.&lt;br /&gt;
* &#039;&#039;&#039;Spike Removal&#039;&#039;&#039;: &lt;br /&gt;
** &#039;&#039;Moderate&#039;&#039; setting is best for Color Match but is slower.&lt;br /&gt;
* &#039;&#039;&#039;Stairstep Algorithm&#039;&#039;&#039;: &lt;br /&gt;
** Creates a posterized effect in the luminance box.&lt;br /&gt;
* &#039;&#039;&#039;Bright Enhance&#039;&#039;&#039;: &lt;br /&gt;
** Useful for enhancing midtones and suppressing artifacts.&lt;br /&gt;
** &#039;&#039;Algorithm 2&#039;&#039; is smoother and preferred.&lt;br /&gt;
* &#039;&#039;&#039;Color Shift&#039;&#039;&#039;: &lt;br /&gt;
** Adjusts colors directly from the Color Match menu.&lt;br /&gt;
&lt;br /&gt;
=== Other Features and Fixes ===&lt;br /&gt;
* &#039;&#039;&#039;TD1 Updates&#039;&#039;&#039;:&lt;br /&gt;
** Option to back up the TD1 license to AppData local.&lt;br /&gt;
** Recovery option in case of corruption.&lt;br /&gt;
** Firmware update option (some bugs pending fixes).&lt;br /&gt;
* &#039;&#039;&#039;AMD Fix&#039;&#039;&#039;:&lt;br /&gt;
** Compatibility mode for older AMD graphics cards (less efficient but stable).&lt;br /&gt;
** Adjust max triangles in the settings.&lt;br /&gt;
* &#039;&#039;&#039;Filament Library Overhaul (Upcoming)&#039;&#039;&#039;:&lt;br /&gt;
** Plan to improve usability and allow disabling filaments.&lt;br /&gt;
* &#039;&#039;&#039;Hotfix Incoming&#039;&#039;&#039;: &lt;br /&gt;
** Addresses various bugs and minor issues.&lt;br /&gt;
&lt;br /&gt;
== Key Takeaways ==&lt;br /&gt;
* HueForge v0.8.0 significantly improves workflows, especially within Color Match.&lt;br /&gt;
* Users should familiarize themselves with new file management, image editing, and core-switching features.&lt;br /&gt;
* The &#039;&#039;&#039;Edit Image Tool&#039;&#039;&#039; and &#039;&#039;&#039;Layer Disabling&#039;&#039;&#039; provide better control over color blending and print outputs.&lt;br /&gt;
* &#039;&#039;&#039;Performance Considerations&#039;&#039;&#039;: Different Color Match algorithms trade speed for accuracy.&lt;br /&gt;
&lt;br /&gt;
This briefing provides an in-depth understanding of the key changes and how to utilize them in the new HueForge version.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=What_does_the_Mesh_Core_Do%3F&amp;diff=282</id>
		<title>What does the Mesh Core Do?</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=What_does_the_Mesh_Core_Do%3F&amp;diff=282"/>
		<updated>2025-02-10T20:07:44Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Briefing Document: HueForge Color Match Deep Dive ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This document summarizes key concepts, features, and workflows for using the Color Match feature within HueForge, based on two tutorial excerpts. The focus is on understanding how the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; functions to map colors and how to utilize various tools and techniques for effective color matching. These tutorials delve into both the practical, hands-on application of the tools and the more theoretical underpinnings of the color matching algorithms.&lt;br /&gt;
&lt;br /&gt;
== Key Themes &amp;amp; Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Mesh Core as a Custom Luminance Function ===&lt;br /&gt;
* The &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; is not just a visual representation; it acts as a customizable luminance function that defines how colors in an image are mapped to the Z-height of a 3D print.&lt;br /&gt;
* The vertical ordering and layering of colors within the Mesh Core directly influence the print&#039;s appearance.&lt;br /&gt;
* &amp;quot;We&#039;re basically making a custom function to define where the heights of what colors are in the image.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Layering and Blending ===&lt;br /&gt;
* Color matching is approached as a &#039;&#039;&#039;layering problem&#039;&#039;&#039;, where colors are blended rather than simply matched directly.&lt;br /&gt;
* Blending &#039;&#039;&#039;up&#039;&#039;&#039; (from light to dark) has seen significant improvements in recent versions.&lt;br /&gt;
* &amp;quot;Blending up means instead of thinking about blending down to a color... I&#039;m planning on getting a darker and darker color above me...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Color Matching Algorithms ===&lt;br /&gt;
* HueForge utilizes different color matching algorithms, with &#039;&#039;&#039;CIELAB&#039;&#039;&#039; currently being the most accurate.&lt;br /&gt;
* Testing different algorithms is crucial for achieving the best results.&lt;br /&gt;
* &amp;quot;...The CIELAB one is now by far the best. It&#039;s not always the one you&#039;re going to want to use, but it&#039;s by far the best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== TD (Thickness Depth) ===&lt;br /&gt;
* &#039;&#039;&#039;TD values&#039;&#039;&#039; control the thickness and blending of each color layer.&lt;br /&gt;
* They determine how smoothly one color fades into another.&lt;br /&gt;
* The &#039;&#039;&#039;T shortcut&#039;&#039;&#039; and mouse wheel can be used for quick TD adjustments.&lt;br /&gt;
&lt;br /&gt;
=== Importance of Min Depth ===&lt;br /&gt;
* &#039;&#039;&#039;Min Depth&#039;&#039;&#039; is the bottom layer—&#039;&#039;&#039;all layers must be above this level&#039;&#039;&#039;.&lt;br /&gt;
* &amp;quot;...The bottom here is either the lowest slider or it is the layer below Min Depth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Saturated Color Matching ===&lt;br /&gt;
* HueForge always matches to the &#039;&#039;&#039;lowest saturated layer&#039;&#039;&#039;, which can sometimes yield unexpected results when matching dark colors.&lt;br /&gt;
* &#039;&#039;&#039;Disabling layers&#039;&#039;&#039; is an effective technique to manage this.&lt;br /&gt;
* &amp;quot;...Color match is always just going to match to the lowest value of that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Filament Selection for Mesh Core ===&lt;br /&gt;
* The &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; can be adjusted independently of filament selection.&lt;br /&gt;
* However, &#039;&#039;&#039;choosing the filament first&#039;&#039;&#039; and then copying to the Color Core makes matching easier.&lt;br /&gt;
&lt;br /&gt;
=== Color Core as a Representation of Filament Colors ===&lt;br /&gt;
* Once the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; is set, it must be matched to the &#039;&#039;&#039;Color Core&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;Color Core&#039;&#039;&#039; represents the actual filament colors and settings for the print.&lt;br /&gt;
* &amp;quot;...Now that we&#039;ve actually set our Mesh Core, we need to match it to our Color Core.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Practical Workflow ===&lt;br /&gt;
A typical workflow for Color Match involves:&lt;br /&gt;
# Loading an image and switching to &#039;&#039;&#039;Color Match&#039;&#039;&#039; mode.&lt;br /&gt;
# Adjusting the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; to map colors to layers.&lt;br /&gt;
# Matching the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; colors to the &#039;&#039;&#039;Color Core&#039;&#039;&#039; (filament colors).&lt;br /&gt;
# Tweaking colors and placements for optimal blending and visual results.&lt;br /&gt;
&lt;br /&gt;
=== Dynamic vs. Static Mode ===&lt;br /&gt;
* &#039;&#039;&#039;Static and dynamic modes&#039;&#039;&#039; are mostly inactive in Color Match mode.&lt;br /&gt;
* The &#039;&#039;&#039;top slider&#039;&#039;&#039; represents the &#039;&#039;&#039;highest Z-height&#039;&#039;&#039; in the 3D print.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Aliasing Issues ===&lt;br /&gt;
* Anti-aliasing in source images can create unwanted edges in Color Match.&lt;br /&gt;
* Using images &#039;&#039;&#039;without anti-aliasing&#039;&#039;&#039; can help reduce these problems.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation and Iteration ===&lt;br /&gt;
* &#039;&#039;&#039;Color Matching requires experimentation and iteration&#039;&#039;&#039;.&lt;br /&gt;
* Every action in Color Match involves trade-offs.&lt;br /&gt;
* &amp;quot;It&#039;s a trade-off game where you&#039;re trying to figure out what the best matches are that don’t take over where you don’t want them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Key Features and Functionality (from Tutorials) ==&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
* &#039;&#039;&#039;Control/Command + Click + Drag&#039;&#039;&#039;: Sample color from an image and drag onto a slider. Release &#039;&#039;&#039;Control/Command&#039;&#039;&#039; before dropping to match correctly.&lt;br /&gt;
* &#039;&#039;&#039;Z&#039;&#039;&#039;: Set selected slider to zero.&lt;br /&gt;
* &#039;&#039;&#039;T + Mouse Wheel&#039;&#039;&#039;: Adjust &#039;&#039;&#039;TD (Thickness Depth)&#039;&#039;&#039; of a slider.&lt;br /&gt;
* &#039;&#039;&#039;D (or Right Click)&#039;&#039;&#039;: Disable a layer in Color Match.&lt;br /&gt;
&lt;br /&gt;
=== Layout Customization ===&lt;br /&gt;
* Move and dock various controls (e.g., General Options, Lighting, Sliders) for an efficient workflow.&lt;br /&gt;
&lt;br /&gt;
=== Layer Disabling ===&lt;br /&gt;
* Skipping layers in the matching algorithm allows for full saturation control.&lt;br /&gt;
&lt;br /&gt;
=== Mesh View Flipping ===&lt;br /&gt;
* Flip between the model and mesh view using &#039;&#039;&#039;double-click, arrows, or buttons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Browsing Projects ===&lt;br /&gt;
* HueForge allows browsing saved project files for easy access.&lt;br /&gt;
&lt;br /&gt;
== Important Changes in v0.8.0-beta-2 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TD Retention&#039;&#039;&#039;: Dragging a color to a filament slider now retains the original filament&#039;s TD instead of defaulting to 1.&lt;br /&gt;
* &#039;&#039;&#039;Improved Blending Math&#039;&#039;&#039;: Blending &amp;quot;up&amp;quot; calculations are now more accurate.&lt;br /&gt;
&lt;br /&gt;
== Practical Tips from the Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* Start with &#039;&#039;&#039;real colors&#039;&#039;&#039; whenever possible to simplify adjustments later.&lt;br /&gt;
* Be mindful of &#039;&#039;&#039;color saturation&#039;&#039;&#039;, particularly for dark colors and low layer heights.&lt;br /&gt;
* Consider the &#039;&#039;&#039;image context&#039;&#039;&#039; when stacking layers.&lt;br /&gt;
* Prioritize &#039;&#039;&#039;important edges&#039;&#039;&#039;—it may not be possible to perfect every detail.&lt;br /&gt;
* Test different &#039;&#039;&#039;Color Match algorithms&#039;&#039;&#039; to achieve the best results.&lt;br /&gt;
* Watch out for the &#039;&#039;&#039;anti-aliasing issue&#039;&#039;&#039; and how it affects prints.&lt;br /&gt;
* The &#039;&#039;&#039;CIELAB method&#039;&#039;&#039; is the best for Color Match, but &#039;&#039;&#039;Dot Product&#039;&#039;&#039; may be necessary when dealing with similar colors.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
These tutorials provide a strong foundation for understanding and utilizing the &#039;&#039;&#039;HueForge Color Match&#039;&#039;&#039; feature. &lt;br /&gt;
&lt;br /&gt;
Key takeaways:&lt;br /&gt;
* The &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; functions as a &#039;&#039;&#039;custom luminance function&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Strategic layering&#039;&#039;&#039; of colors is essential for optimal blending.&lt;br /&gt;
* A range of tools and adjustments are available for fine-tuning.&lt;br /&gt;
* &#039;&#039;&#039;Success with Color Match requires understanding the principles, experimenting with different techniques, and iterative adjustments&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=What_does_the_Mesh_Core_Do%3F&amp;diff=281</id>
		<title>What does the Mesh Core Do?</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=What_does_the_Mesh_Core_Do%3F&amp;diff=281"/>
		<updated>2025-02-10T18:49:19Z</updated>

		<summary type="html">&lt;p&gt;HueForge: Created page with &amp;quot;== Briefing Document: Hue Forge Color Match Deep Dive ==  === Introduction === This document summarizes key concepts, features, and workflows for using the Color Match feature within Hue Forge, based on two tutorial excerpts. The focus is on understanding how the &amp;#039;&amp;#039;&amp;#039;Mesh Core&amp;#039;&amp;#039;&amp;#039; functions to map colors and how to utilize various tools and techniques for effective color matching. These tutorials delve into both the practical, hands-on application of the tools and the more...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Briefing Document: Hue Forge Color Match Deep Dive ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This document summarizes key concepts, features, and workflows for using the Color Match feature within Hue Forge, based on two tutorial excerpts. The focus is on understanding how the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; functions to map colors and how to utilize various tools and techniques for effective color matching. These tutorials delve into both the practical, hands-on application of the tools and the more theoretical underpinnings of the color matching algorithms.&lt;br /&gt;
&lt;br /&gt;
== Key Themes &amp;amp; Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Mesh Core as a Custom Luminance Function ===&lt;br /&gt;
* The &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; is not just a visual representation; it acts as a customizable luminance function that defines how colors in an image are mapped to the Z-height of a 3D print.&lt;br /&gt;
* The vertical ordering and layering of colors within the Mesh Core directly influence the print&#039;s appearance.&lt;br /&gt;
* &amp;quot;We&#039;re basically making a custom function to define where the heights of what colors are in the image.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Layering and Blending ===&lt;br /&gt;
* Color matching is approached as a &#039;&#039;&#039;layering problem&#039;&#039;&#039;, where colors are blended rather than simply matched directly.&lt;br /&gt;
* Blending &#039;&#039;&#039;up&#039;&#039;&#039; (from light to dark) has seen significant improvements in recent versions.&lt;br /&gt;
* &amp;quot;Blending up means instead of thinking about blending down to a color... I&#039;m planning on getting a darker and darker color above me...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Color Matching Algorithms ===&lt;br /&gt;
* Hue Forge utilizes different color matching algorithms, with &#039;&#039;&#039;CIELAB&#039;&#039;&#039; currently being the most accurate.&lt;br /&gt;
* Testing different algorithms is crucial for achieving the best results.&lt;br /&gt;
* &amp;quot;...The CIELAB one is now by far the best. It&#039;s not always the one you&#039;re going to want to use, but it&#039;s by far the best.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== TD (Thickness Depth) ===&lt;br /&gt;
* &#039;&#039;&#039;TD values&#039;&#039;&#039; control the thickness and blending of each color layer.&lt;br /&gt;
* They determine how smoothly one color fades into another.&lt;br /&gt;
* The &#039;&#039;&#039;T shortcut&#039;&#039;&#039; and mouse wheel can be used for quick TD adjustments.&lt;br /&gt;
&lt;br /&gt;
=== Importance of Min Depth ===&lt;br /&gt;
* &#039;&#039;&#039;Min Depth&#039;&#039;&#039; is the bottom layer—&#039;&#039;&#039;all layers must be above this level&#039;&#039;&#039;.&lt;br /&gt;
* &amp;quot;...The bottom here is either the lowest slider or it is the layer below Min Depth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Saturated Color Matching ===&lt;br /&gt;
* Hue Forge always matches to the &#039;&#039;&#039;lowest saturated layer&#039;&#039;&#039;, which can sometimes yield unexpected results when matching dark colors.&lt;br /&gt;
* &#039;&#039;&#039;Disabling layers&#039;&#039;&#039; is an effective technique to manage this.&lt;br /&gt;
* &amp;quot;...Color match is always just going to match to the lowest value of that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Filament Selection for Mesh Core ===&lt;br /&gt;
* The &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; can be adjusted independently of filament selection.&lt;br /&gt;
* However, &#039;&#039;&#039;choosing the filament first&#039;&#039;&#039; and then copying to the Color Core makes matching easier.&lt;br /&gt;
&lt;br /&gt;
=== Color Core as a Representation of Filament Colors ===&lt;br /&gt;
* Once the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; is set, it must be matched to the &#039;&#039;&#039;Color Core&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;Color Core&#039;&#039;&#039; represents the actual filament colors and settings for the print.&lt;br /&gt;
* &amp;quot;...Now that we&#039;ve actually set our Mesh Core, we need to match it to our Color Core.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Practical Workflow ===&lt;br /&gt;
A typical workflow for Color Match involves:&lt;br /&gt;
# Loading an image and switching to &#039;&#039;&#039;Color Match&#039;&#039;&#039; mode.&lt;br /&gt;
# Adjusting the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; to map colors to layers.&lt;br /&gt;
# Matching the &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; colors to the &#039;&#039;&#039;Color Core&#039;&#039;&#039; (filament colors).&lt;br /&gt;
# Tweaking colors and placements for optimal blending and visual results.&lt;br /&gt;
&lt;br /&gt;
=== Dynamic vs. Static Mode ===&lt;br /&gt;
* &#039;&#039;&#039;Static and dynamic modes&#039;&#039;&#039; are mostly inactive in Color Match mode.&lt;br /&gt;
* The &#039;&#039;&#039;top slider&#039;&#039;&#039; represents the &#039;&#039;&#039;highest Z-height&#039;&#039;&#039; in the 3D print.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Aliasing Issues ===&lt;br /&gt;
* Anti-aliasing in source images can create unwanted edges in Color Match.&lt;br /&gt;
* Using images &#039;&#039;&#039;without anti-aliasing&#039;&#039;&#039; can help reduce these problems.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation and Iteration ===&lt;br /&gt;
* &#039;&#039;&#039;Color Matching requires experimentation and iteration&#039;&#039;&#039;.&lt;br /&gt;
* Every action in Color Match involves trade-offs.&lt;br /&gt;
* &amp;quot;It&#039;s a trade-off game where you&#039;re trying to figure out what the best matches are that don’t take over where you don’t want them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Key Features and Functionality (from Tutorials) ==&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
* &#039;&#039;&#039;Control/Command + Click + Drag&#039;&#039;&#039;: Sample color from an image and drag onto a slider. Release &#039;&#039;&#039;Control/Command&#039;&#039;&#039; before dropping to match correctly.&lt;br /&gt;
* &#039;&#039;&#039;Z&#039;&#039;&#039;: Set selected slider to zero.&lt;br /&gt;
* &#039;&#039;&#039;T + Mouse Wheel&#039;&#039;&#039;: Adjust &#039;&#039;&#039;TD (Thickness Depth)&#039;&#039;&#039; of a slider.&lt;br /&gt;
* &#039;&#039;&#039;D (or Right Click)&#039;&#039;&#039;: Disable a layer in Color Match.&lt;br /&gt;
&lt;br /&gt;
=== Layout Customization ===&lt;br /&gt;
* Move and dock various controls (e.g., General Options, Lighting, Sliders) for an efficient workflow.&lt;br /&gt;
&lt;br /&gt;
=== Layer Disabling ===&lt;br /&gt;
* Skipping layers in the matching algorithm allows for full saturation control.&lt;br /&gt;
&lt;br /&gt;
=== Mesh View Flipping ===&lt;br /&gt;
* Flip between the model and mesh view using &#039;&#039;&#039;double-click, arrows, or buttons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Browsing Projects ===&lt;br /&gt;
* Hue Forge allows browsing saved project files for easy access.&lt;br /&gt;
&lt;br /&gt;
== Important Changes in v0.8.0-beta-2 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TD Retention&#039;&#039;&#039;: Dragging a color to a filament slider now retains the original filament&#039;s TD instead of defaulting to 1.&lt;br /&gt;
* &#039;&#039;&#039;Improved Blending Math&#039;&#039;&#039;: Blending &amp;quot;up&amp;quot; calculations are now more accurate.&lt;br /&gt;
&lt;br /&gt;
== Practical Tips from the Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* Start with &#039;&#039;&#039;real colors&#039;&#039;&#039; whenever possible to simplify adjustments later.&lt;br /&gt;
* Be mindful of &#039;&#039;&#039;color saturation&#039;&#039;&#039;, particularly for dark colors and low layer heights.&lt;br /&gt;
* Consider the &#039;&#039;&#039;image context&#039;&#039;&#039; when stacking layers.&lt;br /&gt;
* Prioritize &#039;&#039;&#039;important edges&#039;&#039;&#039;—it may not be possible to perfect every detail.&lt;br /&gt;
* Test different &#039;&#039;&#039;Color Match algorithms&#039;&#039;&#039; to achieve the best results.&lt;br /&gt;
* Watch out for the &#039;&#039;&#039;anti-aliasing issue&#039;&#039;&#039; and how it affects prints.&lt;br /&gt;
* The &#039;&#039;&#039;CIELAB method&#039;&#039;&#039; is the best for Color Match, but &#039;&#039;&#039;Dot Product&#039;&#039;&#039; may be necessary when dealing with similar colors.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
These tutorials provide a strong foundation for understanding and utilizing the &#039;&#039;&#039;Hue Forge Color Match&#039;&#039;&#039; feature. &lt;br /&gt;
&lt;br /&gt;
Key takeaways:&lt;br /&gt;
* The &#039;&#039;&#039;Mesh Core&#039;&#039;&#039; functions as a &#039;&#039;&#039;custom luminance function&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Strategic layering&#039;&#039;&#039; of colors is essential for optimal blending.&lt;br /&gt;
* A range of tools and adjustments are available for fine-tuning.&lt;br /&gt;
* &#039;&#039;&#039;Success with Color Match requires understanding the principles, experimenting with different techniques, and iterative adjustments&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Note|NotebookLM can be inaccurate; please double-check its responses.}}&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Video_Summaries&amp;diff=280</id>
		<title>Video Summaries</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Video_Summaries&amp;diff=280"/>
		<updated>2025-02-10T18:49:10Z</updated>

		<summary type="html">&lt;p&gt;HueForge: Created page with &amp;quot;====v0.7.4 to v0.8.0 UI Changes====  ====What does the Mesh Core Do?====&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====[[v0.7.4 to v0.8.0 UI Changes]]====&lt;br /&gt;
&lt;br /&gt;
====[[What does the Mesh Core Do?]]====&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=279</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=279"/>
		<updated>2025-02-10T18:48:31Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|480px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[Common Terms]]===&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
&lt;br /&gt;
===[[Printer Profiles]]===&lt;br /&gt;
&lt;br /&gt;
===[[Troubleshooting]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Hotkeys]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Controls]]===&lt;br /&gt;
&lt;br /&gt;
===[[Video Summaries]]===&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=V0.7.4_to_v0.8.0_UI_Changes&amp;diff=278</id>
		<title>V0.7.4 to v0.8.0 UI Changes</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=V0.7.4_to_v0.8.0_UI_Changes&amp;diff=278"/>
		<updated>2025-02-10T18:42:51Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Briefing Document: HueForge UI Updates (v0.7.4 - v0.8.0) ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
This document summarizes the key user interface (UI) changes and new features introduced in HueForge between versions 0.7.4 and 0.8.0, as detailed in a recording of a live office hours session. &lt;br /&gt;
&lt;br /&gt;
The primary focus is on the new &#039;&#039;&#039;Color Match&#039;&#039;&#039; functionality, along with improvements to file handling, image editing, and core workflows. The speaker emphasizes the importance of the new UI elements and provides a detailed breakdown of how to use them. Some bugs still exist and will be addressed in an upcoming hotfix. The emphasis is placed on a move towards smaller, more focused updates rather than large releases.&lt;br /&gt;
&lt;br /&gt;
== Key Themes and Ideas ==&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Project Management ===&lt;br /&gt;
* &#039;&#039;&#039;Browse Projects&#039;&#039;&#039;: Replaces the traditional &amp;quot;Open File&amp;quot; with a more visual &#039;&#039;&#039;Browse Projects&#039;&#039;&#039; (&#039;&#039;Ctrl+B&#039;&#039;), displaying project thumbnails for easy identification.&lt;br /&gt;
** Loads the last saved project folder and helps locate project folders.&lt;br /&gt;
* &#039;&#039;&#039;Browse Example Projects&#039;&#039;&#039;: (&#039;&#039;Ctrl + Shift + B&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Thumbnail Capture&#039;&#039;&#039;: Thumbnails represent the view when the project is saved (including zoom level).&lt;br /&gt;
* &#039;&#039;&#039;Centralized Storage&#039;&#039;&#039;: Log files and project files are now stored in a centralized location, streamlining file management.&lt;br /&gt;
* &#039;&#039;&#039;Project Images&#039;&#039;&#039;: Project images can now be embedded within the project file, simplifying file sharing and reducing dependency on external PNG files.&lt;br /&gt;
** &amp;quot;You may save the image inside of the project file, which means you no longer have to worry about that PNG file.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Exporting Project Images&#039;&#039;&#039;: Project images can be extracted from project files for use in other applications.&lt;br /&gt;
** Exported images include edited images (bug fix pending).&lt;br /&gt;
&lt;br /&gt;
=== Image Editing &amp;amp; Brightness Adjustments ===&lt;br /&gt;
* &#039;&#039;&#039;Edit Image Tool&#039;&#039;&#039;: Adjusts brightness before color matching, preventing mesh modifications that affect colors.&lt;br /&gt;
* &#039;&#039;&#039;Brightness Adjustment Modes&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;Alternate&#039;&#039;: Applies a strong, blanket shift.&lt;br /&gt;
** &#039;&#039;Context-Aware&#039;&#039;: Subtle brightness adjustments based on pixel values.&lt;br /&gt;
* &#039;&#039;&#039;Bright Adjust&#039;&#039;&#039;: Now works directly on the image instead of the mesh for better results.&lt;br /&gt;
&lt;br /&gt;
=== UI and Workflow Improvements ===&lt;br /&gt;
* &#039;&#039;&#039;Options Menu&#039;&#039;&#039;: &lt;br /&gt;
** New options to save images inside project files.&lt;br /&gt;
** Display images at print size.&lt;br /&gt;
* &#039;&#039;&#039;Show Image at Print Size&#039;&#039;&#039;: Displays prints at the correct resolution for better accuracy.&lt;br /&gt;
** &amp;quot;When using Color Match, it&#039;s easier to compare when the image resolution matches the print size.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Preferences&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;Use Image Size&#039;&#039;: Imports images while preserving DPI settings.&lt;br /&gt;
** &#039;&#039;Load Image with Default Size&#039;&#039;: Scales images to fit within a defined size upon import.&lt;br /&gt;
* &#039;&#039;&#039;Image Updates&#039;&#039;&#039;: &lt;br /&gt;
** Detects changes in externally edited images and prompts users to reload.&lt;br /&gt;
* &#039;&#039;&#039;Slider UI Improvements&#039;&#039;&#039;:&lt;br /&gt;
** Clarifies that vertical order, not left-to-right position, determines importance.&lt;br /&gt;
** &amp;quot;Sliders don’t matter left to right, but rather top to bottom.&amp;quot;&lt;br /&gt;
** Filaments can be dragged directly onto the slider bar.&lt;br /&gt;
** &#039;&#039;Ctrl + Click&#039;&#039; (&#039;&#039;Cmd + Click&#039;&#039; on macOS) allows slider movement.&lt;br /&gt;
* &#039;&#039;&#039;Hotkeys &amp;amp; Controls&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;Alt + Letter&#039;&#039;: Sorting, inverting, resetting, clearing history.&lt;br /&gt;
** &#039;&#039;Right-click&#039;&#039;:&lt;br /&gt;
*** On a slider → Removes it.&lt;br /&gt;
*** On a region → Inverts it (only in Colorware Core).&lt;br /&gt;
* &#039;&#039;&#039;Core Switching&#039;&#039;&#039;: Click directly on cores to switch them.&lt;br /&gt;
&lt;br /&gt;
=== Color Aware &amp;amp; Color Match Core Functionality ===&lt;br /&gt;
* &#039;&#039;&#039;Colorware Region Control&#039;&#039;&#039;: &lt;br /&gt;
** Regions are now interactive controls (e.g., inverting blends).&lt;br /&gt;
** Swapping white-to-black blending ensures smooth, continuous meshes.&lt;br /&gt;
* &#039;&#039;&#039;Mesh Core Enhancements&#039;&#039;&#039;: &lt;br /&gt;
** Now displayed simultaneously with color cores for real-time color matching.&lt;br /&gt;
** Users can drag non-filament colors from images directly onto the mesh core.&lt;br /&gt;
* &#039;&#039;&#039;Finding Closest Filament&#039;&#039;&#039;: &lt;br /&gt;
** Right-clicking a non-filament color in the mesh core suggests the closest filament match.&lt;br /&gt;
* &#039;&#039;&#039;Layer Disabling&#039;&#039;&#039;: &lt;br /&gt;
** Disable layers with the &#039;&#039;D&#039;&#039; hotkey or by right-clicking to prevent matching with that layer.&lt;br /&gt;
* &#039;&#039;&#039;Slider Enhancements&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;Locking&#039;&#039;: Prevents accidental movement via mousewheel (&#039;&#039;Ctrl/Alt + Mousewheel&#039;&#039;).&lt;br /&gt;
** &#039;&#039;Zeroing&#039;&#039;: Press &#039;&#039;Z&#039;&#039; to reset sliders to zero.&lt;br /&gt;
** &#039;&#039;TD Adjust&#039;&#039;: Adjusts in increments of 0.5 via mousewheel.&lt;br /&gt;
* &#039;&#039;&#039;Color Replacement&#039;&#039;&#039;: Dragging a filament color onto another retains TD values.&lt;br /&gt;
&lt;br /&gt;
=== Color Match Algorithms &amp;amp; Adjustments ===&lt;br /&gt;
* Four Color Match Algorithms:&lt;br /&gt;
** &#039;&#039;CAB&#039;&#039;: Most accurate but slowest.&lt;br /&gt;
** &#039;&#039;Default&#039;&#039;: Balanced approach.&lt;br /&gt;
** &#039;&#039;HSL&#039;&#039;: Best for hue-based matching.&lt;br /&gt;
** &#039;&#039;Dot Product&#039;&#039;: Fastest but less precise.&lt;br /&gt;
* &#039;&#039;&#039;Spike Removal&#039;&#039;&#039;: &lt;br /&gt;
** &#039;&#039;Moderate&#039;&#039; setting is best for Color Match but is slower.&lt;br /&gt;
* &#039;&#039;&#039;Stairstep Algorithm&#039;&#039;&#039;: &lt;br /&gt;
** Creates a posterized effect in the luminance box.&lt;br /&gt;
* &#039;&#039;&#039;Bright Enhance&#039;&#039;&#039;: &lt;br /&gt;
** Useful for enhancing midtones and suppressing artifacts.&lt;br /&gt;
** &#039;&#039;Algorithm 2&#039;&#039; is smoother and preferred.&lt;br /&gt;
* &#039;&#039;&#039;Color Shift&#039;&#039;&#039;: &lt;br /&gt;
** Adjusts colors directly from the Color Match menu.&lt;br /&gt;
&lt;br /&gt;
=== Other Features and Fixes ===&lt;br /&gt;
* &#039;&#039;&#039;TD1 Updates&#039;&#039;&#039;:&lt;br /&gt;
** Option to back up the TD1 license to AppData local.&lt;br /&gt;
** Recovery option in case of corruption.&lt;br /&gt;
** Firmware update option (some bugs pending fixes).&lt;br /&gt;
* &#039;&#039;&#039;AMD Fix&#039;&#039;&#039;:&lt;br /&gt;
** Compatibility mode for older AMD graphics cards (less efficient but stable).&lt;br /&gt;
** Adjust max triangles in the settings.&lt;br /&gt;
* &#039;&#039;&#039;Filament Library Overhaul (Upcoming)&#039;&#039;&#039;:&lt;br /&gt;
** Plan to improve usability and allow disabling filaments.&lt;br /&gt;
* &#039;&#039;&#039;Hotfix Incoming&#039;&#039;&#039;: &lt;br /&gt;
** Addresses various bugs and minor issues.&lt;br /&gt;
&lt;br /&gt;
== Key Takeaways ==&lt;br /&gt;
* HueForge v0.8.0 significantly improves workflows, especially within Color Match.&lt;br /&gt;
* Users should familiarize themselves with new file management, image editing, and core-switching features.&lt;br /&gt;
* The &#039;&#039;&#039;Edit Image Tool&#039;&#039;&#039; and &#039;&#039;&#039;Layer Disabling&#039;&#039;&#039; provide better control over color blending and print outputs.&lt;br /&gt;
* &#039;&#039;&#039;Performance Considerations&#039;&#039;&#039;: Different Color Match algorithms trade speed for accuracy.&lt;br /&gt;
&lt;br /&gt;
This briefing provides an in-depth understanding of the key changes and how to utilize them in the new HueForge version.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=V0.7.4_to_v0.8.0_UI_Changes&amp;diff=277</id>
		<title>V0.7.4 to v0.8.0 UI Changes</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=V0.7.4_to_v0.8.0_UI_Changes&amp;diff=277"/>
		<updated>2025-02-10T17:51:43Z</updated>

		<summary type="html">&lt;p&gt;HueForge: Created page with &amp;quot;Summary: HueForge UI Updates (v0.7.4 - v0.8.0)  Overview:  This document summarizes the key user interface (UI) changes and new features introduced in HueForge between versions 0.7.4 and 0.8.0, as detailed in a recording of a live office hours session. The primary focus is on the new &amp;quot;Color Match&amp;quot; functionality, along with improvements to file handling, image editing, and core workflows. The speaker emphasizes the importance of the new UI elements and provides a detailed...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Summary: HueForge UI Updates (v0.7.4 - v0.8.0)&lt;br /&gt;
&lt;br /&gt;
Overview:&lt;br /&gt;
&lt;br /&gt;
This document summarizes the key user interface (UI) changes and new features introduced in HueForge between versions 0.7.4 and 0.8.0, as detailed in a recording of a live office hours session. The primary focus is on the new &amp;quot;Color Match&amp;quot; functionality, along with improvements to file handling, image editing, and core workflows. The speaker emphasizes the importance of the new UI elements and provides a detailed breakdown of how to use them. He notes that some bugs still exist and will be addressed in an upcoming hotfix. The emphasis is placed on a move towards smaller, more focused updates rather than large releases.&lt;br /&gt;
&lt;br /&gt;
Key Themes and Ideas:&lt;br /&gt;
&lt;br /&gt;
Enhanced Project Management:&lt;br /&gt;
Browse Projects: Replaces the traditional &amp;quot;Open File&amp;quot; with a more visual &amp;quot;Browse Projects&amp;quot; (Ctrl+B), displaying project thumbnails for easy identification. This feature loads the last saved project folder and also helps find the project folders.&lt;br /&gt;
Browse Example Projects: (Ctrl + Shift + B)&lt;br /&gt;
Thumbnail Capture: Thumbnails represent the view when the project is saved (including zoom level). This helps users better remember projects.&lt;br /&gt;
Centralized Storage: Log files and project files are now stored in a centralized location, streamlining file management.&lt;br /&gt;
Project Images: Project images can now be embedded within the project file, simplifying file sharing and reducing dependency on external PNG files.&lt;br /&gt;
&amp;quot;you may save image inside of the project file which means you no longer have to worry about that PNG file it doesn&#039;t get renamed the project it just gets encoded and put inside the project file&amp;quot;&lt;br /&gt;
Exporting Project Images: Project images can be exported from project files, useful for extracting images from shared projects or for use in other applications. Also can export edited images, though a bug was discovered here and will be fixed.&lt;br /&gt;
Image Editing &amp;amp; Brightness Adjustments:&lt;br /&gt;
&amp;quot;Edit Image&amp;quot; Tool: Introduced to address how brightness compensation works within color match. Rather than altering the mesh itself (which would affect colors), the image is edited beforehand.&lt;br /&gt;
Alternate &amp;amp; Content-Aware Modes: Two brightness adjustment modes exist: &amp;quot;alternate&amp;quot; (a stronger, blanket shift) and a context-sensitive mode (adjusting brightness more subtly based on pixel values).&lt;br /&gt;
&amp;quot;one of them is kind of context sensitive to what the actual pixel values are and the other one is not and is more blanket&amp;quot;&lt;br /&gt;
Bright Adjust: The Bright Adjust tool works better now on the image itself rather than the mesh, and is preferred.&lt;br /&gt;
UI and Workflow Improvements&lt;br /&gt;
Options Menu: New options related to saving the image inside the project file and displaying images at print size.&lt;br /&gt;
Show Image at Print Size: Will show the print at the resolution equal to the print size, allowing for better understanding of how it will actually print.&lt;br /&gt;
&amp;quot;when you&#039;re trying trying to find in color match like why this spot here is not rendering at the same height that you think that it should...it&#039;s easier to find it if your image is exactly the same resolution as this image or as the sorry as the actual print&amp;quot;&lt;br /&gt;
Preferences: Several new options added to preferences, including &amp;quot;Use image size&amp;quot; and &amp;quot;Load image with default size&amp;quot;.&lt;br /&gt;
&amp;quot;if youve set your image up to be a particular size and you want it to fit in into some particular print...this is great you use the image size and it&#039;ll actually bring in the image and respect that DPI setting&amp;quot;&lt;br /&gt;
The &amp;quot;Load Image with Default Size&amp;quot; option scales images to fit within a defined size during import and is recommended for general use.&lt;br /&gt;
Image Updates: Hueforge will check for image updates in external image editors and prompts the user if an update to the loaded image is available. Options are given on whether or not to auto-reload.&lt;br /&gt;
Slider Handles: The UI has been updated to make it clearer that the vertical order of sliders is what matters not their left-to-right position.&lt;br /&gt;
&amp;quot;the sliders don&#039;t matter from left to right it doesn&#039;t matter what order they are left to right it matters what order they are top to bottom&amp;quot;&lt;br /&gt;
Direct Filament Drag: Filaments can be dragged directly onto the slider bar.&lt;br /&gt;
Slider Manipulation: Control+click (Command+click on macOS) allows for moving sliders. Alt+letter shortcuts on the slider area are for sorting, inverting, resetting, and clearing the slider history. Right-clicking a slider now makes it disappear, while right-clicking a slider region can be used for inverting that region (only when on the colorware core.)&lt;br /&gt;
Core Switching: Cores are now switched by clicking directly on them.&lt;br /&gt;
Color Aware &amp;amp; Color Match Core Functionality:&lt;br /&gt;
Colorware Region Control: In the colorware core, the regions themselves are now also controls, where they can be inverted. This will swap the blending so the white is on the bottom and black on top, allowing users to get smooth continuous meshes.&lt;br /&gt;
Mesh Core: Mesh cores are now shown simultaneously with color cores so that users can see what colors are being matched in real time. Non-filament colors can be dragged from the image itself onto the mesh core.&lt;br /&gt;
Finding Closest Filament: Right-clicking a non-filament color on the mesh core allows users to find the closest matching filament color from their library.&lt;br /&gt;
Layer Disabling: Layers can be disabled using the &amp;quot;D&amp;quot; hotkey or by right-clicking on a layer itself, to tell color match not to match to that particular layer. This is helpful for fine-tuning outputs and making sure black is on top in silouette images.&lt;br /&gt;
&amp;quot;what it says to color match is you can&#039;t match to this layer so the layer will still be printed but it will never be um picked to be the top of the mesh&amp;quot;&lt;br /&gt;
Slider Locking: Sliders can be locked to prevent accidental movement via the mousewheel or control/alt + mouse wheel&lt;br /&gt;
Slider Zeroing: Sliders can be brought to zero with the Z hotkey.&lt;br /&gt;
TD Adjust: TD can be adjusted using the mouse wheel in increments of 0.5.&lt;br /&gt;
Color Replacement: Filament color can be replaced by dragging a different filament color onto the slider, while retaining the TD from the original color.&lt;br /&gt;
Color Match Algorithms: Four color match algorithms are provided (CAB, Default, HSL, and Dot Product), each with different strengths and weaknesses. CAB is generally considered the best but slowest, while dot product is the fastest and is often good for similar shades.&lt;br /&gt;
Spike Removal: The &amp;quot;moderate&amp;quot; spike removal setting is often the best for color match, but is also the slowest.&lt;br /&gt;
Stairstep Algorithm: A &amp;quot;stairstep&amp;quot; algorithm is available in the luminance box for creating a posterized effect.&lt;br /&gt;
Bright Enhance: Bright Enhance and Midtone enhance/supress are suggested for use on color match images for good results. Algorithm 2 is generally smoother and preferred.&lt;br /&gt;
Color Shift: A color shift function is available in the color match menu, which will apply to the image.&lt;br /&gt;
Other Features and Fixes:&lt;br /&gt;
TD1 updates: There is now an option to backup the license for the TD1 to app data local, and a recovery option in case of corruption. There is also an option to update the firmware via downloaded file, though some bugs are present and will be fixed.&lt;br /&gt;
AMD Fix: An option is available for users with older AMD graphics cards, which forces it to use a less efficient but more compatible method. The max number of triangles can now be adjusted in the same menu.&lt;br /&gt;
Filament Library: The filament library is still due for an overhaul. The speaker wants to make it easier to use, and allow for turning off filaments.&lt;br /&gt;
Hotfix: A hotfix is planned to address various bugs and minor issues discovered in this update.&lt;br /&gt;
Key Takeaways:&lt;br /&gt;
&lt;br /&gt;
HueForge v0.8.0 brings significant changes focused on improving workflows and adding advanced control, especially within Color Match.&lt;br /&gt;
Users should familiarize themselves with the new file management, image editing, and core-switching mechanisms.&lt;br /&gt;
The &amp;quot;Edit Image&amp;quot; tool and layer disabling functionality provide more control over color blending and print outputs.&lt;br /&gt;
Performance considerations may influence the selection of color match algorithms.&lt;br /&gt;
This briefing should provide a good understanding of the key changes and how to use them within the new HueForge version.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=276</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=276"/>
		<updated>2025-02-10T17:03:51Z</updated>

		<summary type="html">&lt;p&gt;HueForge: /* Video Summaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|480px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[Common Terms]]===&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
&lt;br /&gt;
===[[Printer Profiles]]===&lt;br /&gt;
&lt;br /&gt;
===[[Troubleshooting]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Hotkeys]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Controls]]===&lt;br /&gt;
&lt;br /&gt;
===[[Video Summaries]]===&lt;br /&gt;
&lt;br /&gt;
====[[v0.7.4 to v0.8.0 UI Changes]]====&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=275</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=275"/>
		<updated>2025-02-10T17:03:16Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|480px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[Common Terms]]===&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
&lt;br /&gt;
===[[Printer Profiles]]===&lt;br /&gt;
&lt;br /&gt;
===[[Troubleshooting]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Hotkeys]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Controls]]===&lt;br /&gt;
&lt;br /&gt;
===[[Video Summaries]]===&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=274</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=274"/>
		<updated>2025-02-10T17:02:01Z</updated>

		<summary type="html">&lt;p&gt;HueForge: /* Video Summaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|480px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[Common Terms]]===&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
&lt;br /&gt;
===[[Printer Profiles]]===&lt;br /&gt;
&lt;br /&gt;
===[[Troubleshooting]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Hotkeys]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Controls]]===&lt;br /&gt;
&lt;br /&gt;
===[[Video Summaries]]===&lt;br /&gt;
&lt;br /&gt;
===[[v0.7.4 to v0.8.0 UI Changes]]==&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=273</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=273"/>
		<updated>2025-02-10T17:00:46Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|480px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[Common Terms]]===&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
&lt;br /&gt;
===[[Printer Profiles]]===&lt;br /&gt;
&lt;br /&gt;
===[[Troubleshooting]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Hotkeys]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Controls]]===&lt;br /&gt;
&lt;br /&gt;
===[[Video Summaries]]===&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=250</id>
		<title>HueForge Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=250"/>
		<updated>2024-11-22T04:37:11Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hotkeys By Category=&lt;br /&gt;
==File Menu==&lt;br /&gt;
Ctrl+O : Open Project&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+I : Open Image&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Alt+I : Reload Image&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Alt+O : Reload Project&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+B : Browse Projects (with thumbnails)&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Shift+B : Browse Example Projects&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+S : Save Project&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Shift+S : Save Project As&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+E : Export STL&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+C : Close Project and reset to defaults&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Q : Quit HueForge&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Z : Undo&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Y : Redo&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General HueForge==&lt;br /&gt;
Ctrl+Shift+I : Launch a new instance&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+F : Select Filament Filter box&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+S : Sort Sliders&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+I : Invert Sliders&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+H : Clear Slider History&amp;lt;br&amp;gt;&lt;br /&gt;
r     : Reset View (v0.8.1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Color Sliders==&lt;br /&gt;
Space : Disable Slider (when hovering over)&amp;lt;br&amp;gt;&lt;br /&gt;
Up/Down Arrows : Move Current Slider up/down&amp;lt;br&amp;gt;&lt;br /&gt;
Left/Right Arrows : Select Slider to Left/Right in the Slider Dock&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Color/Mesh Core==&lt;br /&gt;
, or &amp;lt; : Make Color Core Active (v0.8.1)&amp;lt;br&amp;gt;&lt;br /&gt;
. or &amp;gt; : Make Mesh Core Active (v0.8.1)&amp;lt;br&amp;gt;&lt;br /&gt;
Space  : Enable/Disable Slider&amp;lt;br&amp;gt;&lt;br /&gt;
l      : Lock Slider in place will only move when dragged&amp;lt;br&amp;gt;&lt;br /&gt;
t      : Toggle Slider Handle to display TD/layer value, Mousewheel can adjust TD by 0.5mm increments when TD is displayed&amp;lt;br&amp;gt;&lt;br /&gt;
z      : Zero the slider under the mouse&amp;lt;br&amp;gt;&lt;br /&gt;
Up/Down Arrows : Move slider up/down&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Up/Down Arrows : Move slider and all unlocked sliders above it up and down&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+Up/Down Arrows : Move slider all unlocked sliders below it up and down&amp;lt;br&amp;gt;&lt;br /&gt;
d      : Disable a layer on the Mesh Core to make it unavailable for matching&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Printer_Profiles&amp;diff=249</id>
		<title>Printer Profiles</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Printer_Profiles&amp;diff=249"/>
		<updated>2024-11-21T17:45:48Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Copy preset into notepad, save with .json extension. Import into Bambu Studio by going to File -&amp;gt; Import -&amp;gt; Import Configs...&lt;br /&gt;
&lt;br /&gt;
Note: &amp;quot;zig-zag&amp;quot; is what BambuStudio calls Rectilinear.&lt;br /&gt;
=== &amp;lt;u&amp;gt;BambuLab P1S/X1C 0.08mm HueForge preset.&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;bottom_shell_layers&amp;quot;: &amp;quot;999&amp;quot;,&lt;br /&gt;
    &amp;quot;bottom_surface_pattern&amp;quot;: &amp;quot;zig-zag&amp;quot;,&lt;br /&gt;
    &amp;quot;detect_narrow_internal_solid_infill&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;enable_overhang_speed&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;enable_prime_tower&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;ensure_vertical_shell_thickness&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;from&amp;quot;: &amp;quot;User&amp;quot;,&lt;br /&gt;
    &amp;quot;inherits&amp;quot;: &amp;quot;0.08mm Extra Fine @BBL X1C&amp;quot;,&lt;br /&gt;
    &amp;quot;initial_layer_print_height&amp;quot;: &amp;quot;0.2&lt;br /&gt;
&amp;quot;,&lt;br /&gt;
    &amp;quot;initial_layer_speed&amp;quot;: &amp;quot;60&amp;quot;,&lt;br /&gt;
    &amp;quot;inner_wall_speed&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
    &amp;quot;internal_solid_infill_speed&amp;quot;: &amp;quot;150&amp;quot;,&lt;br /&gt;
    &amp;quot;is_custom_defined&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;HueForge - 0.08mm - Classic Walls&amp;quot;,&lt;br /&gt;
    &amp;quot;outer_wall_speed&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
    &amp;quot;print_settings_id&amp;quot;: &amp;quot;HueForge - 0.08mm - Classic Walls&amp;quot;,&lt;br /&gt;
    &amp;quot;slice_closing_radius&amp;quot;: &amp;quot;0.1&amp;quot;,&lt;br /&gt;
    &amp;quot;sparse_infill_density&amp;quot;: &amp;quot;100%&amp;quot;,&lt;br /&gt;
    &amp;quot;sparse_infill_pattern&amp;quot;: &amp;quot;zig-zag&amp;quot;,&lt;br /&gt;
    &amp;quot;sparse_infill_speed&amp;quot;: &amp;quot;150&amp;quot;,&lt;br /&gt;
    &amp;quot;top_shell_layers&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
    &amp;quot;top_shell_thickness&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;top_surface_pattern&amp;quot;: &amp;quot;monotonic&amp;quot;,&lt;br /&gt;
    &amp;quot;top_surface_speed&amp;quot;: &amp;quot;150&amp;quot;,&lt;br /&gt;
    &amp;quot;version&amp;quot;: &amp;quot;1.8.0.25&amp;quot;,&lt;br /&gt;
    &amp;quot;wall_loops&amp;quot;: &amp;quot;1&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;BambuLab P1S/X1C 0.04mm HueForge preset.&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;bottom_shell_layers&amp;quot;: &amp;quot;999&amp;quot;,&lt;br /&gt;
    &amp;quot;bottom_surface_pattern&amp;quot;: &amp;quot;zig-zag&amp;quot;,&lt;br /&gt;
    &amp;quot;detect_narrow_internal_solid_infill&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;detect_thin_wall&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
    &amp;quot;enable_overhang_speed&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;enable_prime_tower&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;ensure_vertical_shell_thickness&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;from&amp;quot;: &amp;quot;User&amp;quot;,&lt;br /&gt;
    &amp;quot;gap_infill_speed&amp;quot;: &amp;quot;200&amp;quot;,&lt;br /&gt;
    &amp;quot;inherits&amp;quot;: &amp;quot;0.08mm Extra Fine @BBL X1C&amp;quot;,&lt;br /&gt;
    &amp;quot;initial_layer_print_height&amp;quot;: &amp;quot;0.2&amp;quot;,&lt;br /&gt;
    &amp;quot;inner_wall_speed&amp;quot;: &amp;quot;200&amp;quot;,&lt;br /&gt;
    &amp;quot;internal_solid_infill_pattern&amp;quot;: &amp;quot;alignedrectilinear&amp;quot;,&lt;br /&gt;
    &amp;quot;internal_solid_infill_speed&amp;quot;: &amp;quot;150&amp;quot;,&lt;br /&gt;
    &amp;quot;layer_height&amp;quot;: &amp;quot;0.04&amp;quot;,&lt;br /&gt;
    &amp;quot;min_bead_width&amp;quot;: &amp;quot;50%&amp;quot;,&lt;br /&gt;
    &amp;quot;min_feature_size&amp;quot;: &amp;quot;10%&amp;quot;,&lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;Hue Forge - 0.04mm&amp;quot;,&lt;br /&gt;
    &amp;quot;print_settings_id&amp;quot;: &amp;quot;Hue Forge - 0.04mm&amp;quot;,&lt;br /&gt;
    &amp;quot;slice_closing_radius&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;sparse_infill_density&amp;quot;: &amp;quot;100%&amp;quot;,&lt;br /&gt;
    &amp;quot;sparse_infill_pattern&amp;quot;: &amp;quot;zig-zag&amp;quot;,&lt;br /&gt;
    &amp;quot;sparse_infill_speed&amp;quot;: &amp;quot;150&amp;quot;,&lt;br /&gt;
    &amp;quot;top_shell_layers&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
    &amp;quot;top_shell_thickness&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
    &amp;quot;top_surface_speed&amp;quot;: &amp;quot;150&amp;quot;,&lt;br /&gt;
    &amp;quot;version&amp;quot;: &amp;quot;1.8.0.25&amp;quot;,&lt;br /&gt;
    &amp;quot;wall_generator&amp;quot;: &amp;quot;arachne&amp;quot;,&lt;br /&gt;
    &amp;quot;wall_loops&amp;quot;: &amp;quot;1&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=229</id>
		<title>HueForge Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=229"/>
		<updated>2024-11-20T16:33:09Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hotkeys By Category=&lt;br /&gt;
==File Menu==&lt;br /&gt;
Ctrl+O : Open Project&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+I : Open Image&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Alt+I : Reload Image&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Alt+O : Reload Project&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+B : Browse Projects (with thumbnails)&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Shift+B : Browse Example Projects&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+S : Save Project&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Shift+S : Save Project As&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+E : Export STL&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+C : Close Project and reset to defaults&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Q : Quit HueForge&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Z : Undo&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Y : Redo&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General HueForge==&lt;br /&gt;
Ctrl+Shift+I : Launch a new instance&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+F : Select Filament Filter box&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+S : Sort Sliders&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+I : Invert Sliders&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+H : Clear Slider History&amp;lt;br&amp;gt;&lt;br /&gt;
R     : Reset View&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Color Sliders==&lt;br /&gt;
Space : Disable Slider (when hovering over)&amp;lt;br&amp;gt;&lt;br /&gt;
Up/Down Arrows : Move Current Slider up/down&amp;lt;br&amp;gt;&lt;br /&gt;
Left/Right Arrows : Select Slider to Left/Right in the Slider Dock&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Color/Mesh Core==&lt;br /&gt;
, or &amp;lt; : Make Color Core Active&amp;lt;br&amp;gt;&lt;br /&gt;
. or &amp;gt; : Make Mesh Core Active&amp;lt;br&amp;gt;&lt;br /&gt;
Space  : Enable/Disable Slider&amp;lt;br&amp;gt;&lt;br /&gt;
l      : Lock Slider in place will only move when dragged&amp;lt;br&amp;gt;&lt;br /&gt;
t      : Toggle Slider Handle to display TD/layer value, Mousewheel can adjust TD by 0.5mm increments when TD is displayed&amp;lt;br&amp;gt;&lt;br /&gt;
z      : Zero the slider under the mouse&amp;lt;br&amp;gt;&lt;br /&gt;
Up/Down Arrows : Move slider up/down&amp;lt;br&amp;gt;&lt;br /&gt;
Ctrl+Up/Down Arrows : Move slider and all unlocked sliders above it up and down&amp;lt;br&amp;gt;&lt;br /&gt;
Alt+Up/Down Arrows : Move slider all unlocked sliders below it up and down&amp;lt;br&amp;gt;&lt;br /&gt;
d      : Disable a layer on the Mesh Core to make it unavailable for matching&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=228</id>
		<title>HueForge Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=HueForge_Hotkeys&amp;diff=228"/>
		<updated>2024-11-20T16:30:59Z</updated>

		<summary type="html">&lt;p&gt;HueForge: Created page with &amp;quot;=Hotkeys By Category= ==File Menu== Ctrl+O : Open Project Ctrl+I : Open Image Ctrl+Alt+I : Reload Image Ctrl+Alt+O : Reload Project Ctrl+B : Browse Projects (with thumbnails) Ctrl+Shift+B : Browse Example Projects Ctrl+S : Save Project Ctrl+Shift+S : Save Project As Ctrl+E : Export STL Ctrl+C : Close Project and reset to defaults Ctrl+Q : Quit HueForge Ctrl+Z : Undo Ctrl+Y : Redo  ==General HueForge== Ctrl+Shift+I : Launch a new instance Alt+F : Select Filament Filter bo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hotkeys By Category=&lt;br /&gt;
==File Menu==&lt;br /&gt;
Ctrl+O : Open Project&lt;br /&gt;
Ctrl+I : Open Image&lt;br /&gt;
Ctrl+Alt+I : Reload Image&lt;br /&gt;
Ctrl+Alt+O : Reload Project&lt;br /&gt;
Ctrl+B : Browse Projects (with thumbnails)&lt;br /&gt;
Ctrl+Shift+B : Browse Example Projects&lt;br /&gt;
Ctrl+S : Save Project&lt;br /&gt;
Ctrl+Shift+S : Save Project As&lt;br /&gt;
Ctrl+E : Export STL&lt;br /&gt;
Ctrl+C : Close Project and reset to defaults&lt;br /&gt;
Ctrl+Q : Quit HueForge&lt;br /&gt;
Ctrl+Z : Undo&lt;br /&gt;
Ctrl+Y : Redo&lt;br /&gt;
&lt;br /&gt;
==General HueForge==&lt;br /&gt;
Ctrl+Shift+I : Launch a new instance&lt;br /&gt;
Alt+F : Select Filament Filter box&lt;br /&gt;
Alt+S : Sort Sliders&lt;br /&gt;
Alt+I : Invert Sliders&lt;br /&gt;
Alt+H : Clear Slider History&lt;br /&gt;
R     : Reset View&lt;br /&gt;
&lt;br /&gt;
==Color Sliders==&lt;br /&gt;
Space : Disable Slider (when hovering over)&lt;br /&gt;
Up/Down Arrows : Move Current Slider up/down&lt;br /&gt;
Left/Right Arrows : Select Slider to Left/Right in the Slider Dock&lt;br /&gt;
&lt;br /&gt;
==Color/Mesh Core==&lt;br /&gt;
, or &amp;lt; : Make Color Core Active&lt;br /&gt;
. or &amp;gt; : Make Mesh Core Active&lt;br /&gt;
Space  : Enable/Disable Slider&lt;br /&gt;
l      : Lock Slider in place will only move when dragged&lt;br /&gt;
t      : Toggle Slider Handle to display TD/layer value, Mousewheel can adjust TD by 0.5mm increments when TD is displayed&lt;br /&gt;
z      : Zero the slider under the mouse&lt;br /&gt;
Up/Down Arrows : Move slider up/down&lt;br /&gt;
Ctrl+Up/Down Arrows : Move slider and all unlocked sliders above it up and down&lt;br /&gt;
Alt+Up/Down Arrows : Move slider all unlocked sliders below it up and down&lt;br /&gt;
d      : Disable a layer on the Mesh Core to make it unavailable for matching&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=227</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=227"/>
		<updated>2024-11-20T16:17:50Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|480px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[Common Terms]]===&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
&lt;br /&gt;
===[[Printer Profiles]]===&lt;br /&gt;
&lt;br /&gt;
===[[Troubleshooting]]===&lt;br /&gt;
&lt;br /&gt;
===[[HueForge Hotkeys]]===&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Troubleshooting&amp;diff=226</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Troubleshooting&amp;diff=226"/>
		<updated>2024-11-20T16:03:04Z</updated>

		<summary type="html">&lt;p&gt;HueForge: Created page with &amp;quot;=Common Issues=  ==On MacOS I cannot Drag-and-Drop== On MacOS, instead of Control, use the Command Key.  But after getting your drag started, release the Command key or you will not be able to drop.  If you are already over the area you want to drop, you will need to release Command, then leave the area and re-enter to be able to drop.  ==On Windows, I added an Image and there isn&amp;#039;t a Prediction on the left side of the screen== This is caused by your AMD Graphics Card. I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Common Issues=&lt;br /&gt;
&lt;br /&gt;
==On MacOS I cannot Drag-and-Drop==&lt;br /&gt;
On MacOS, instead of Control, use the Command Key.  But after getting your drag started, release the Command key or you will not be able to drop.  If you are already over the area you want to drop, you will need to release Command, then leave the area and re-enter to be able to drop.&lt;br /&gt;
&lt;br /&gt;
==On Windows, I added an Image and there isn&#039;t a Prediction on the left side of the screen==&lt;br /&gt;
This is caused by your AMD Graphics Card.&lt;br /&gt;
If possible, go to the AMD website and update your graphics driver.&lt;br /&gt;
&lt;br /&gt;
If you card is too old and cannot be updated, then go to the Preferences-&amp;gt;Older AMD Compatibility option and check it.  It will give you some instructions to increase the number of triangles you allow in File-&amp;gt;Settings.  Do this and then Apply Settings.&lt;br /&gt;
&lt;br /&gt;
Once you have done this, reload the image and you will get a prediction.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=225</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=225"/>
		<updated>2024-11-20T15:58:36Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|480px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[Common Terms]]===&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
&lt;br /&gt;
===[[Printer Profiles]]===&lt;br /&gt;
&lt;br /&gt;
===[[Troubleshooting]]===&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Common_Terms&amp;diff=190</id>
		<title>Common Terms</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Common_Terms&amp;diff=190"/>
		<updated>2024-09-10T10:47:51Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Common HueForge Terms=&lt;br /&gt;
&lt;br /&gt;
==Blending Down==&lt;br /&gt;
This is the traditional way of using HueForge.  Darker colors on the bottom with the lighter colors on the top.  Your blending is always referencing the colors below the current layer.  The benefit of this mode is that darker colors tend to have lower [[#Transmission Distance (TD)]] and do not blend well, where brighter colors are available in higher TDs and can be blended providing shadows.  This makes the filament requirements for blending much simpler.  The drawback is primarily in modes like Color Pop and Color Aware.  Since each section is it&#039;s own HueForge, the top of each section often has a white which will show on the edges of the print below the black of the next section.&lt;br /&gt;
&lt;br /&gt;
==Blending Up==&lt;br /&gt;
In [[#Standard Luminance]] mode, filaments are blended &amp;quot;down&amp;quot; to darker base layers (most commonly black).  Blending up reverses this and puts the lighter colors at the bottom and the darker color at the top.  This generally requires either a high TD dark shade, or multiple shades of a color to allow smooth color blending.  The benefit is the black layer is generally shared with the next section and there will not be any white lip around the base of the next layer (see [Rebasing]).  Blending up is common in [[#Color Match]] but can also be used in [[#Color Pop]] and [[#Color Aware]] using [[#Split Image]] or [[#Invert Region]]&lt;br /&gt;
&lt;br /&gt;
==Color Aware==&lt;br /&gt;
Color Aware is a [[#Luminance Mode]] that splits the HueForge mesh into 3 sections by &amp;quot;color&amp;quot;.  (See [[Color_Aware]] for a basic How To guide) The colors are defined by the RGB color channels red, green, and blue. Color is picked by which color channel has the maximum value.  Ties go to red, and if [[#Tolerance]] is 0, grayscale will go into blue unless there is a [[#Color Shift]].  This lets users separate color regions in images by color though sometimes the groupings are not ideal for the image. For instance yellow is in the red bucket, but often conflicts with skin tones or needs to blend smoothly with greens for leaves/plants.&lt;br /&gt;
Using the CA Presets can also allow users to effectively remove one of the three ranges from the image when your image is primarily just two colors, though this is currently a byproduct of applying specific settings and is not a true removal of the third color space.&lt;br /&gt;
 &lt;br /&gt;
==Color Core==&lt;br /&gt;
The color core, in the middle of the HueForge display, is a visual representation of each layer in a HueForge print and how they blend.  This reference will show in real-time the way moving color sliders will affect the colors of various layers in the mesh.&lt;br /&gt;
In v0.8.0 (currently Beta only) the Color Core gains slider flags which allow direct manipulation of the sliders on the Color Core and the ability to drop a color at a specific layer instead of just on a new slider.&lt;br /&gt;
&lt;br /&gt;
==Color Match==&lt;br /&gt;
Currently in Beta release (Commercial License holders only), Color Match effectively lets users create their own &amp;quot;Luminance&amp;quot; function that is defined by color.  When Color Match is selected, a new Color Core (called the Mesh Core) will be created.  If this is the first time, the filaments on the Color Core will be copied onto the Mesh Core.&lt;br /&gt;
&lt;br /&gt;
Toggling [[#Shown Colors]] will switch which Core is being used to predict mesh visualization (the left side image).  This allows a user to use the Mesh Core to create a custom luminance stack by placing colors on the mesh core (either filaments or colors pulled from the image itself using Ctrl+Left-Click and Drag (or Command+Left-Click on MacOS - you must release Cmd after the drag has started to allow dropping)).  HueForge will then go pixel-by-pixel and find the best color match on the Mesh Core and make that pixel location the correct height to show that color when printed.  This process will build a mesh that can then be colored by switching Shown Colors to the Color Core and applying Filaments. It is not recommended to apply [[#Image Colors]] to the Color Core since they do not represent real filaments and you will not be able to print with them.&lt;br /&gt;
&lt;br /&gt;
Color Match allows for many more &amp;quot;Color Bins&amp;quot; than [[#Color Aware]] but it can still be difficult to distinguish all colors.  Highlights in particular often bleed between color regions on the Mesh Core.  Also the user should be aware that human color perception is extremely contextual and if you are having a hard time making a color match with filaments, you should grab the [[#Image Color]] and you will often be surprised by what the actual color is.&lt;br /&gt;
&lt;br /&gt;
In Color Match, the [[#Combo Slider]] allows the user to add an upward or downward weighing on color matching.  Values above 0.5 will weight matching upwards in the Mesh Core, and values below 0.5 will weight them downwards.  This weighting is for all colors.&lt;br /&gt;
&lt;br /&gt;
==Color Pop==&lt;br /&gt;
(Set [[Color Pop]] for a basic How To guide)&lt;br /&gt;
The [[#Luminance Mode]] splits the image into two regions.  One is defined as Grayscale and the other as Color.  Grayscale is defined by setting the [[#Tolerance]] and the location of the split is defined by the [[#Combo Slider]] on the far right of the Model Geometry Dock.  There are currently some bugs related to the split location indicator and you may need to move it up and down to get the display to properly reset.&lt;br /&gt;
&lt;br /&gt;
A typical Color Pop image is mostly black and white with small, concentrated regions of often just a single color.  These images are impossible to recreate in [[#Standard Luminance]] because the grayscale covers the entire luminance scale, and the color is necessarily in the middle of that same scale so your midtone grays become shades of the desired color along with the color regions.&lt;br /&gt;
&lt;br /&gt;
To combat this, HueForge identifies grayscale regions and color regions and turns them into two separate luminance regions stacked on top of each other.  You are then free to blend them separately.  But it is highly recommended that you [[#Rebase]] the upper region.&lt;br /&gt;
&lt;br /&gt;
==Color Shift==&lt;br /&gt;
Color Shifting is available in [[#Color Match]] and [[#Color Aware]] as a spin box next to the color box icons. It allows for adding or subtracting values globally from a given color channel in the image.  This can be very useful for moving colors which straddle the border of two color bins into just one of them.  A yellow that alternates between red and green for instance.  Also commonly Black and White need color shifting to settle into a single bin.  This can also be used to shift grayscale (at 0 [[#Tolerance]]) into either the red or green color bins from the default blue.&lt;br /&gt;
&lt;br /&gt;
Some images benefit more from localized color shifting in an image editor to bring small regions of the image fully into a specific bin.  This is currently outside the scope of HueForge.&lt;br /&gt;
&lt;br /&gt;
==Combo Slider==&lt;br /&gt;
The far right hand side of the Model Geometry dock has an enigmatic slider. This slider originally had a single function.  In [[#Combo Luminance]], it allows for weighted mixing between [[#Standard Luminance]] and [[#Max Channel Luminance]] modes.  This was very useful when there weren&#039;t any color sensitive luminance modes, but is not much used now.&lt;br /&gt;
Since then, other [[#Luminance Modes]] also make use of this slider.  Specifically [[#Color Pop]] and [[#Color Match]] make use of it.&lt;br /&gt;
&lt;br /&gt;
==Invert Region==&lt;br /&gt;
(v0.8.0 Beta only)&lt;br /&gt;
In Color Aware, you can right click on one of the color regions next to the Color Core and choose &amp;quot;Invert Region&amp;quot; which will flip the order of the mesh for that color region and show this on the region indicator as well.  This can be used to smooth the blending between regions.&lt;br /&gt;
&lt;br /&gt;
==Luminance Modes==&lt;br /&gt;
HueForge currently supports these Luminance Modes&lt;br /&gt;
[[#Standard Luminance]]&lt;br /&gt;
[[#Max Channel Luminance]]&lt;br /&gt;
[[#Combo Luminance]]&lt;br /&gt;
Scaled Max Channel Luminance&lt;br /&gt;
[[#Color Aware]]&lt;br /&gt;
[[#Color Pop]]&lt;br /&gt;
[[#Color Match]] (Beta Only)&lt;br /&gt;
&lt;br /&gt;
==Max Channel Luminance==&lt;br /&gt;
A simplified luminance value which looks at the value of only one color channel, the channel with the maximum value, and uses it to set the luminance with the function Channel Value/255.0.&lt;br /&gt;
&lt;br /&gt;
==Mesh==&lt;br /&gt;
HueForge generates a triangular mesh based on the source image and Luminance function.  That mesh is displayed to the left of the source image (in the middle of the screen most of the time).  You can rotate and move the mesh or turn on the Wireframe mode to see the triangles that make it up.  This mesh is manipulated by quite a few controls and updates in real-time and is used to create the color prediction.  The image generated part of the mesh starts at Min Depth and goes to Actual Depth which is constrained by Max Depth (it can be a layer taller than Max Depth in some situations).  Anything below Min Depth is solid, though you can still blend colors in the Min Depth region.&lt;br /&gt;
&lt;br /&gt;
==Rebasing==&lt;br /&gt;
The process of adding a new black (or other dark color) midway up the Color Core in modes like [[#Color Pop]] or [[#Color Aware]] at the start of the next region to bring back shadows and depth to the next region.&lt;br /&gt;
&lt;br /&gt;
==Split Image==&lt;br /&gt;
In [[#Color Pop]] for version 0.7.1 on and [[#Color Aware]] in version v0.7.x the Negative button in the General Options dock will turn into Split Image.  This option will negate the bottom most region of the mesh (grayscale by default for Color Pop and Blue by default for Color Aware) and make it inverted in color order.&lt;br /&gt;
&lt;br /&gt;
==Standard Luminance==&lt;br /&gt;
The standard luminance model is a visual model which attempts to map colors to human perceptions of brightness.  This is the model use for making lithophanes and as such was the first model used to build HueForge meshes.  The default HueForge Luminance mode is [[#Combo Luminance]] which is a mixture between Standard Luminance and [[#Max Channel Luminance]] but with the weight set to 100% Standard Luminance on the [[#Combo Slider]].  In this mode, colors with overlapping luminance values will be impossible to separate, but if your image is shades of the same colors (fire for instance) or grayscale, it will work beautifully.  There are still a large number of images which work well in Standard mode.&lt;br /&gt;
&lt;br /&gt;
==Transmission Distance (TD)==&lt;br /&gt;
A measurement in millimeters of how thick a solid block of filament needs to be to block 95%+ of light from passing through.&lt;br /&gt;
This is also referred to commonly as TD.  This measurement is fundamental to how HueForge calculates how filaments blend.&lt;br /&gt;
&lt;br /&gt;
==Tolerance==&lt;br /&gt;
Strict Grayscale is defined by colors with exactly the same values in their RGB channels.  However in practice, many &amp;quot;grayscale&amp;quot; images are color shifted slightly to be warmer or cooler as the subject matter warrants.  As a result, in modes like [[#Color Pop]], it can be hard for HueForge to correctly separate Grayscale from Color.  To allow this, HueForge has a Tolerance slider.  This slider allows the user to expand the definition of Grayscale to include more colors.  The tolerance number is the amount of counts the individual color channels can differ.  In general this should be as low as possible while still separating the grayscale from color.  In [[#Color Pop]], your tolerance value will often be in the range of 10-50 and uncommonly be as high as 90.  A value of 0 in [[#Color Pop]] is strict Grayscale with 0 deviation allowed between channels.  If you have desaturated your image in an image application, 0 often works very well.  If you raise the tolerance level too high, the image will revert to [[#Standard Luminance]] but in a compressed area because all color will be treated as grayscale.&lt;br /&gt;
&lt;br /&gt;
In [[#Color Aware]], a Tolerance of 0 will not check for Grayscale at all.  In [[#Color Aware]], the goal is 0 tolerance, though some images will need a very low tolerance to separate the black and white into the bottom and top color regions respectively.  In [[#Color Aware]], Grayscale is spread through the entire vertical color stack and a non-zero tolerance often leads to colors showing up in unexpected locations in the image.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Common_Terms&amp;diff=185</id>
		<title>Common Terms</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Common_Terms&amp;diff=185"/>
		<updated>2024-09-09T13:29:37Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Common HueForge Terms=&lt;br /&gt;
&lt;br /&gt;
==Blending Down==&lt;br /&gt;
This is the traditional way of using HueForge.  Darker colors on the bottom with the lighter colors on the top.  Your blending is always referencing the colors below the current layer.  The benefit of this mode is that darker colors tend to have lower [[#Transmission Distance (TD)]] and do not blend well, where brighter colors are available in higher TDs and can be blended providing shadows.  This makes the filament requirements for blending much simpler.  The drawback is primarily in modes like Color Pop and Color Aware.  Since each section is it&#039;s own HueForge, the top of each section often has a white which will show on the edges of the print below the black of the next section.&lt;br /&gt;
&lt;br /&gt;
==Blending Up==&lt;br /&gt;
In [[#Standard Luminance]] mode, filaments are blended &amp;quot;down&amp;quot; to darker base layers (most commonly black).  Blending up reverses this and puts the lighter colors at the bottom and the darker color at the top.  This generally requires either a high TD dark shade, or multiple shades of a color to allow smooth color blending.  The benefit is the black layer is generally shared with the next section and there will not be any white lip around the base of the next layer (see [Rebasing]).  Blending up is common in [[#Color Match]] but can also be used in [[#Color Pop]] and [[#Color Aware]] using [[#Split Image]] or [[#Invert Region]]&lt;br /&gt;
&lt;br /&gt;
==Color Aware==&lt;br /&gt;
Color Aware is a [Luminance Mode] that splits the HueForge mesh into 3 sections by &amp;quot;color&amp;quot;.  (See [[Color_Aware]] for a basic How To guide) The colors are defined by the RGB color channels red, green, and blue. Color is picked by which color channel has the maximum value.  Ties go to red, and if [Tolerance] is 0, grayscale will go into blue unless there is a [[#Color Shift]].  This lets users separate color regions in images by color though sometimes the groupings are not ideal for the image. For instance yellow is in the red bucket, but often conflicts with skin tones or needs to blend smoothly with greens for leaves/plants.&lt;br /&gt;
Using the CA Presets can also allow users to effectively remove one of the three ranges from the image when your image is primarily just two colors, though this is currently a byproduct of applying specific settings and is not a true removal of the third color space.&lt;br /&gt;
 &lt;br /&gt;
==Color Core==&lt;br /&gt;
The color core, in the middle of the HueForge display, is a visual representation of each layer in a HueForge print and how they blend.  This reference will show in real-time the way moving color sliders will affect the colors of various layers in the mesh.&lt;br /&gt;
In v0.8.0 (currently Beta only) the Color Core gains slider flags which allow direct manipulation of the sliders on the Color Core and the ability to drop a color at a specific layer instead of just on a new slider.&lt;br /&gt;
&lt;br /&gt;
==Color Match==&lt;br /&gt;
Currently in Beta release (Commercial License holders only), Color Match effectively lets users create their own &amp;quot;Luminance&amp;quot; function that is defined by color.  When Color Match is selected, a new Color Core (called the Mesh Core) will be created.  If this is the first time, the filaments on the Color Core will be copied onto the Mesh Core.&lt;br /&gt;
&lt;br /&gt;
Toggling [[#Shown Colors]] will switch which Core is being used to predict mesh visualization (the left side image).  This allows a user to use the Mesh Core to create a custom luminance stack by placing colors on the mesh core (either filaments or colors pulled from the image itself using Ctrl+Left-Click and Drag (or Command+Left-Click on MacOS - you must release Cmd after the drag has started to allow dropping)).  HueForge will then go pixel-by-pixel and find the best color match on the Mesh Core and make that pixel location the correct height to show that color when printed.  This process will build a mesh that can then be colored by switching Shown Colors to the Color Core and applying Filaments. It is not recommended to apply [Image Colors] to the Color Core since they do not represent real filaments and you will not be able to print with them.&lt;br /&gt;
&lt;br /&gt;
Color Match allows for many more &amp;quot;Color Bins&amp;quot; than [[#Color Aware]] but it can still be difficult to distinguish all colors.  Highlights in particular often bleed between color regions on the Mesh Core.  Also the user should be aware that human color perception is extremely contextual and if you are having a hard time making a color match with filaments, you should grab the [[#Image Color]] and you will often be surprised by what the actual color is.&lt;br /&gt;
&lt;br /&gt;
In Color Match, the [[#Combo Slider]] allows the user to add an upward or downward weighing on color matching.  Values above 0.5 will weight matching upwards in the Mesh Core, and values below 0.5 will weight them downwards.  This weighting is for all colors.&lt;br /&gt;
&lt;br /&gt;
==Color Pop==&lt;br /&gt;
(Set [[Color Pop]] for a basic How To guide)&lt;br /&gt;
The [[#Luminance Mode]] splits the image into two regions.  One is defined as Grayscale and the other as Color.  Grayscale is defined by setting the [[#Tolerance]] and the location of the split is defined by the [Combo Slider] on the far right of the Model Geometry Dock.  There are currently some bugs related to the split location indicator and you may need to move it up and down to get the display to properly reset.&lt;br /&gt;
&lt;br /&gt;
A typical Color Pop image is mostly black and white with small, concentrated regions of often just a single color.  These images are impossible to recreate in [[#Standard Luminance]] because the grayscale covers the entire luminance scale, and the color is necessarily in the middle of that same scale so your midtone grays become shades of the desired color along with the color regions.&lt;br /&gt;
&lt;br /&gt;
To combat this, HueForge identifies grayscale regions and color regions and turns them into two separate luminance regions stacked on top of each other.  You are then free to blend them separately.  But it is highly recommended that you [[#Rebase]] the upper region.&lt;br /&gt;
&lt;br /&gt;
==Color Shift==&lt;br /&gt;
Color Shifting is available in [[#Color Match]] and [[#Color Aware]] as a spin box next to the color box icons. It allows for adding or subtracting values globally from a given color channel in the image.  This can be very useful for moving colors which straddle the border of two color bins into just one of them.  A yellow that alternates between red and green for instance.  Also commonly Black and White need color shifting to settle into a single bin.  This can also be used to shift grayscale (at 0 [[#Tolerance]]) into either the red or green color bins from the default blue.&lt;br /&gt;
&lt;br /&gt;
Some images benefit more from localized color shifting in an image editor to bring small regions of the image fully into a specific bin.  This is currently outside the scope of HueForge.&lt;br /&gt;
&lt;br /&gt;
==Combo Slider==&lt;br /&gt;
The far right hand side of the Model Geometry dock has an enigmatic slider. This slider originally had a single function.  In [[#Combo Luminance]], it allows for weighted mixing between [[#Standard Luminance]] and [[#Max Channel Luminance]] modes.  This was very useful when there weren&#039;t any color sensitive luminance modes, but is not much used now.&lt;br /&gt;
Since then, other [[#Luminance Modes]] also make use of this slider.  Specifically [[#Color Pop]] and [[#Color Match]] make use of it.&lt;br /&gt;
&lt;br /&gt;
==Invert Region==&lt;br /&gt;
(v0.8.0 Beta only)&lt;br /&gt;
In Color Aware, you can right click on one of the color regions next to the Color Core and choose &amp;quot;Invert Region&amp;quot; which will flip the order of the mesh for that color region and show this on the region indicator as well.  This can be used to smooth the blending between regions.&lt;br /&gt;
&lt;br /&gt;
==Luminance Modes==&lt;br /&gt;
HueForge currently supports these Luminance Modes&lt;br /&gt;
[[#Standard Luminance]]&lt;br /&gt;
[[#Max Channel Luminance]]&lt;br /&gt;
[[#Combo Luminance]]&lt;br /&gt;
Scaled Max Channel Luminance&lt;br /&gt;
[[#Color Aware]]&lt;br /&gt;
[[#Color Pop]]&lt;br /&gt;
[[#Color Match]] (Beta Only)&lt;br /&gt;
&lt;br /&gt;
==Max Channel Luminance==&lt;br /&gt;
A simplified luminance value which looks at the value of only one color channel, the channel with the maximum value, and uses it to set the luminance with the function Channel Value/255.0.&lt;br /&gt;
&lt;br /&gt;
==Rebasing==&lt;br /&gt;
The process of adding a new black (or other dark color) midway up the Color Core in modes like [Color Pop] or [Color Aware] at the start of the next region to bring back shadows and depth to the next region.&lt;br /&gt;
&lt;br /&gt;
==Split Image==&lt;br /&gt;
In [[#Color Pop]] for version 0.7.1 on and [[#Color Aware]] in version v0.7.x the Negative button in the General Options dock will turn into Split Image.  This option will negate the bottom most region of the mesh (grayscale by default for Color Pop and Blue by default for Color Aware) and make it inverted in color order.&lt;br /&gt;
&lt;br /&gt;
==Standard Luminance==&lt;br /&gt;
The standard luminance model is a visual model which attempts to map colors to human perceptions of brightness.  This is the model use for making lithophanes and as such was the first model used to build HueForge meshes.  The default HueForge Luminance mode is [[#Combo Luminance]] which is a mixture between Standard Luminance and [[#Max Channel Luminance]] but with the weight set to 100% Standard Luminance on the [[#Combo Slider]].  In this mode, colors with overlapping luminance values will be impossible to separate, but if your image is shades of the same colors (fire for instance) or grayscale, it will work beautifully.  There are still a large number of images which work well in Standard mode.&lt;br /&gt;
&lt;br /&gt;
==Transmission Distance (TD)==&lt;br /&gt;
A measurement in millimeters of how thick a solid block of filament needs to be to block 95%+ of light from passing through.&lt;br /&gt;
This is also referred to commonly as TD.  This measurement is fundamental to how HueForge calculates how filaments blend.&lt;br /&gt;
&lt;br /&gt;
==Tolerance==&lt;br /&gt;
Strict Grayscale is defined by colors with exactly the same values in their RGB channels.  However in practice, many &amp;quot;grayscale&amp;quot; images are color shifted slightly to be warmer or cooler as the subject matter warrants.  As a result, in modes like [[#Color Pop]], it can be hard for HueForge to correctly separate Grayscale from Color.  To allow this, HueForge has a Tolerance slider.  This slider allows the user to expand the definition of Grayscale to include more colors.  The tolerance number is the amount of counts the individual color channels can differ.  In general this should be as low as possible while still separating the grayscale from color.  In [[#Color Pop]], your tolerance value will often be in the range of 10-50 and uncommonly be as high as 90.  A value of 0 in [[#Color Pop]] is strict Grayscale with 0 deviation allowed between channels.  If you have desaturated your image in an image application, 0 often works very well.  If you raise the tolerance level too high, the image will revert to [Standard Luminance] but in a compressed area because all color will be treated as grayscale.&lt;br /&gt;
&lt;br /&gt;
In [[#Color Aware]], a Tolerance of 0 will not check for Grayscale at all.  In [[#Color Aware]], the goal is 0 tolerance, though some images will need a very low tolerance to separate the black and white into the bottom and top color regions respectively.  In [[#Color Aware]], Grayscale is spread through the entire vertical color stack and a non-zero tolerance often leads to colors showing up in unexpected locations in the image.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Common_Terms&amp;diff=184</id>
		<title>Common Terms</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Common_Terms&amp;diff=184"/>
		<updated>2024-09-09T13:23:44Z</updated>

		<summary type="html">&lt;p&gt;HueForge: Created page with &amp;quot;=Common HueForge Terms=  ==Blending Down== This is the traditional way of using HueForge.  Darker colors on the bottom with the lighter colors on the top.  Your blending is always referencing the colors below the current layer.  The benefit of this mode is that darker colors tend to have lower #Transmission Distance (TD) and do not blend well, where brighter colors are available in higher TDs and can be blended providing shadows.  This makes the filament requirements...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Common HueForge Terms=&lt;br /&gt;
&lt;br /&gt;
==Blending Down==&lt;br /&gt;
This is the traditional way of using HueForge.  Darker colors on the bottom with the lighter colors on the top.  Your blending is always referencing the colors below the current layer.  The benefit of this mode is that darker colors tend to have lower [[#Transmission Distance (TD)]] and do not blend well, where brighter colors are available in higher TDs and can be blended providing shadows.  This makes the filament requirements for blending much simpler.  The drawback is primarily in modes like Color Pop and Color Aware.  Since each section is it&#039;s own HueForge, the top of each section often has a white which will show on the edges of the print below the black of the next section.&lt;br /&gt;
&lt;br /&gt;
==Blending Up==&lt;br /&gt;
In [[#Standard Luminance]] mode, filaments are blended &amp;quot;down&amp;quot; to darker base layers (most commonly black).  Blending up reverses this and puts the lighter colors at the bottom and the darker color at the top.  This generally requires either a high TD dark shade, or multiple shades of a color to allow smooth color blending.  The benefit is the black layer is generally shared with the next section and there will not be any white lip around the base of the next layer (see [Rebasing]).  Blending up is common in [Color Match] but can also be used in [Color Pop] and [Color Aware] using [Split Image] or [Invert Region]&lt;br /&gt;
&lt;br /&gt;
==Color Aware==&lt;br /&gt;
Color Aware is a [Luminance Mode] that splits the HueForge mesh into 3 sections by &amp;quot;color&amp;quot;.  (See [[Color_Aware]] for a basic How To guide) The colors are defined by the RGB color channels red, green, and blue. Color is picked by which color channel has the maximum value.  Ties go to red, and if [Tolerance] is 0, grayscale will go into blue unless there is a [[#Color Shift]].  This lets users separate color regions in images by color though sometimes the groupings are not ideal for the image. For instance yellow is in the red bucket, but often conflicts with skin tones or needs to blend smoothly with greens for leaves/plants.&lt;br /&gt;
Using the CA Presets can also allow users to effectively remove one of the three ranges from the image when your image is primarily just two colors, though this is currently a byproduct of applying specific settings and is not a true removal of the third color space.&lt;br /&gt;
 &lt;br /&gt;
==Color Core==&lt;br /&gt;
The color core, in the middle of the HueForge display, is a visual representation of each layer in a HueForge print and how they blend.  This reference will show in real-time the way moving color sliders will affect the colors of various layers in the mesh.&lt;br /&gt;
In v0.8.0 (currently Beta only) the Color Core gains slider flags which allow direct manipulation of the sliders on the Color Core and the ability to drop a color at a specific layer instead of just on a new slider.&lt;br /&gt;
&lt;br /&gt;
==Color Match==&lt;br /&gt;
Currently in Beta release (Commercial License holders only), Color Match effectively lets users create their own &amp;quot;Luminance&amp;quot; function that is defined by color.  When Color Match is selected, a new Color Core (called the Mesh Core) will be created.  If this is the first time, the filaments on the Color Core will be copied onto the Mesh Core.&lt;br /&gt;
&lt;br /&gt;
Toggling [[#Shown Colors]] will switch which Core is being used to predict mesh visualization (the left side image).  This allows a user to use the Mesh Core to create a custom luminance stack by placing colors on the mesh core (either filaments or colors pulled from the image itself using Ctrl+Left-Click and Drag (or Command+Left-Click on MacOS - you must release Cmd after the drag has started to allow dropping)).  HueForge will then go pixel-by-pixel and find the best color match on the Mesh Core and make that pixel location the correct height to show that color when printed.  This process will build a mesh that can then be colored by switching Shown Colors to the Color Core and applying Filaments. It is not recommended to apply [Image Colors] to the Color Core since they do not represent real filaments and you will not be able to print with them.&lt;br /&gt;
&lt;br /&gt;
Color Match allows for many more &amp;quot;Color Bins&amp;quot; than [[#Color Aware]] but it can still be difficult to distinguish all colors.  Highlights in particular often bleed between color regions on the Mesh Core.  Also the user should be aware that human color perception is extremely contextual and if you are having a hard time making a color match with filaments, you should grab the [[#Image Color]] and you will often be surprised by what the actual color is.&lt;br /&gt;
&lt;br /&gt;
In Color Match, the [[#Combo Slider]] allows the user to add an upward or downward weighing on color matching.  Values above 0.5 will weight matching upwards in the Mesh Core, and values below 0.5 will weight them downwards.  This weighting is for all colors.&lt;br /&gt;
&lt;br /&gt;
==Color Pop==&lt;br /&gt;
(Set [[Color Pop]] for a basic How To guide)&lt;br /&gt;
The [[#Luminance Mode]] splits the image into two regions.  One is defined as Grayscale and the other as Color.  Grayscale is defined by setting the [[#Tolerance]] and the location of the split is defined by the [Combo Slider] on the far right of the Model Geometry Dock.  There are currently some bugs related to the split location indicator and you may need to move it up and down to get the display to properly reset.&lt;br /&gt;
&lt;br /&gt;
A typical Color Pop image is mostly black and white with small, concentrated regions of often just a single color.  These images are impossible to recreate in [[#Standard Luminance]] because the grayscale covers the entire luminance scale, and the color is necessarily in the middle of that same scale so your midtone grays become shades of the desired color along with the color regions.&lt;br /&gt;
&lt;br /&gt;
To combat this, HueForge identifies grayscale regions and color regions and turns them into two separate luminance regions stacked on top of each other.  You are then free to blend them separately.  But it is highly recommended that you [[#Rebase]] the upper region.&lt;br /&gt;
&lt;br /&gt;
==Color Shift==&lt;br /&gt;
Color Shifting is available in [[#Color Match]] and [[#Color Aware]] as a spin box next to the color box icons. It allows for adding or subtracting values globally from a given color channel in the image.  This can be very useful for moving colors which straddle the border of two color bins into just one of them.  A yellow that alternates between red and green for instance.  Also commonly Black and White need color shifting to settle into a single bin.  This can also be used to shift grayscale (at 0 [[#Tolerance]]) into either the red or green color bins from the default blue.&lt;br /&gt;
&lt;br /&gt;
Some images benefit more from localized color shifting in an image editor to bring small regions of the image fully into a specific bin.  This is currently outside the scope of HueForge.&lt;br /&gt;
&lt;br /&gt;
==Combo Slider==&lt;br /&gt;
The far right hand side of the Model Geometry dock has an enigmatic slider. This slider originally had a single function.  In [[#Combo Luminance]], it allows for weighted mixing between [[#Standard Luminance]] and [[#Max Channel Luminance]] modes.  This was very useful when there weren&#039;t any color sensitive luminance modes, but is not much used now.&lt;br /&gt;
Since then, other [[#Luminance Modes]] also make use of this slider.  Specifically [[#Color Pop]] and [[#Color Match]] make use of it.&lt;br /&gt;
&lt;br /&gt;
==Max Channel Luminance==&lt;br /&gt;
A simplified luminance value which looks at the value of only one color channel, the channel with the maximum value, and uses it to set the luminance with the function Channel Value/255.0.&lt;br /&gt;
&lt;br /&gt;
==Rebasing==&lt;br /&gt;
The process of adding a new black (or other dark color) midway up the Color Core in modes like [Color Pop] or [Color Aware] at the start of the next region to bring back shadows and depth to the next region.&lt;br /&gt;
&lt;br /&gt;
==Standard Luminance==&lt;br /&gt;
The standard luminance model is a visual model which attempts to map colors to human perceptions of brightness.  This is the model use for making lithophanes and as such was the first model used to build HueForge meshes.  The default HueForge Luminance mode is [[#Combo Luminance]] which is a mixture between Standard Luminance and [[#Max Channel Luminance]] but with the weight set to 100% Standard Luminance on the [[#Combo Slider]].  In this mode, colors with overlapping luminance values will be impossible to separate, but if your image is shades of the same colors (fire for instance) or grayscale, it will work beautifully.  There are still a large number of images which work well in Standard mode.&lt;br /&gt;
&lt;br /&gt;
==Transmission Distance (TD)==&lt;br /&gt;
A measurement in millimeters of how thick a solid block of filament needs to be to block 95%+ of light from passing through.&lt;br /&gt;
This is also referred to commonly as TD.  This measurement is fundamental to how HueForge calculates how filaments blend.&lt;br /&gt;
&lt;br /&gt;
==Tolerance==&lt;br /&gt;
Strict Grayscale is defined by colors with exactly the same values in their RGB channels.  However in practice, many &amp;quot;grayscale&amp;quot; images are color shifted slightly to be warmer or cooler as the subject matter warrants.  As a result, in modes like [[#Color Pop]], it can be hard for HueForge to correctly separate Grayscale from Color.  To allow this, HueForge has a Tolerance slider.  This slider allows the user to expand the definition of Grayscale to include more colors.  The tolerance number is the amount of counts the individual color channels can differ.  In general this should be as low as possible while still separating the grayscale from color.  In [[#Color Pop]], your tolerance value will often be in the range of 10-50 and uncommonly be as high as 90.  A value of 0 in [[#Color Pop]] is strict Grayscale with 0 deviation allowed between channels.  If you have desaturated your image in an image application, 0 often works very well.  If you raise the tolerance level too high, the image will revert to [Standard Luminance] but in a compressed area because all color will be treated as grayscale.&lt;br /&gt;
&lt;br /&gt;
In [[#Color Aware]], a Tolerance of 0 will not check for Grayscale at all.  In [[#Color Aware]], the goal is 0 tolerance, though some images will need a very low tolerance to separate the black and white into the bottom and top color regions respectively.  In [[#Color Aware]], Grayscale is spread through the entire vertical color stack and a non-zero tolerance often leads to colors showing up in unexpected locations in the image.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=183</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=183"/>
		<updated>2024-09-09T11:48:57Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|480px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[Common Terms]]===&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=TD-1&amp;diff=171</id>
		<title>TD-1</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=TD-1&amp;diff=171"/>
		<updated>2024-07-31T14:37:59Z</updated>

		<summary type="html">&lt;p&gt;HueForge: /* Why is the TD I get from the TD-1 Different? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Where Can I Buy a TD-1==&lt;br /&gt;
The TD-1 is not made by HueForge, but by Ajax-3D which was started by a community member.&lt;br /&gt;
TD-1s sell quickly and may not be in stock anywhere, but the list of Resellers is available at [https://ajax-3d.com/resellers/ Ajax-3D]&lt;br /&gt;
&lt;br /&gt;
==Why is the TD I get from the TD-1 Different from the HueForge Library?==&lt;br /&gt;
The library TD values in HueForge are taken from just one or two spools of filament.  Over time, we have learned that there&lt;br /&gt;
can be a large variance in TD between batches or in some cases, parts of a spool.  The library values are NOT definitive and your&lt;br /&gt;
TD-1 is giving you the correct value for YOUR spool.&lt;br /&gt;
&lt;br /&gt;
==How Much Variance in TD Should I Expect?==&lt;br /&gt;
TD Varies in a spool depending on manufacturer.  Even those manufacturers that control for TD see variance of +/-10%.&lt;br /&gt;
Some users are concerned when the same piece of filament varies by 0.1-0.2 between insertions.  This is a non-meaningful change&lt;br /&gt;
that will have no impact on the prediction in HueForge.  In fact, if you prefer to round to the nearest 0.5mm on TD, you will not&lt;br /&gt;
see a difference in the predicted result.&lt;br /&gt;
&lt;br /&gt;
==My Colors are Off==&lt;br /&gt;
The TD-1&#039;s primary goal is TD and it measures this very well.  Color is something we wanted to have as well because it is useful, but the TD-1 measures color of roughly 1x3mm of filament.  No color sensor is going to be perfect at that scale.&lt;br /&gt;
It is well known that Gray comes in somewhat green, likely due to the LEDs that are on the RGB sensor.  Most of the time, if you&lt;br /&gt;
double click on the color swatch and edit the Green channel to be equal to the next highest color channel (either Red or Blue), you will get a pretty close gray value.  Most other color issues tend to be too bright and a brightness adjustment in the same dialog will let you fix that value.&lt;br /&gt;
&lt;br /&gt;
Efforts are underway to improve color accuracy as possible, but Ajax is prioritizing production to meet demand and HueForge is prioritizing new feature updates at the moment.  When time permits, more effort will be made to improve color with the current sensor and future versions will likely have an improved sensor.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=TD-1&amp;diff=170</id>
		<title>TD-1</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=TD-1&amp;diff=170"/>
		<updated>2024-07-31T14:35:53Z</updated>

		<summary type="html">&lt;p&gt;HueForge: Initial TD-1 Answers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Where Can I Buy a TD-1==&lt;br /&gt;
The TD-1 is not made by HueForge, but by Ajax-3D which was started by a community member.&lt;br /&gt;
TD-1s sell quickly and may not be in stock anywhere, but the list of Resellers is available at [https://ajax-3d.com/resellers/ Ajax-3D]&lt;br /&gt;
&lt;br /&gt;
==Why is the TD I get from the TD-1 Different?==&lt;br /&gt;
The library TD values in HueForge are taken from just one or two spools of filament.  Over time, we have learned that there&lt;br /&gt;
can be a large variance in TD between batches or in some cases, parts of a spool.  The library values are NOT definitive and your&lt;br /&gt;
TD-1 is giving you the correct value for YOUR spool.&lt;br /&gt;
&lt;br /&gt;
==How Much Variance in TD Should I Expect?==&lt;br /&gt;
TD Varies in a spool depending on manufacturer.  Even those manufacturers that control for TD see variance of +/-10%.&lt;br /&gt;
Some users are concerned when the same piece of filament varies by 0.1-0.2 between insertions.  This is a non-meaningful change&lt;br /&gt;
that will have no impact on the prediction in HueForge.  In fact, if you prefer to round to the nearest 0.5mm on TD, you will not&lt;br /&gt;
see a difference in the predicted result.&lt;br /&gt;
&lt;br /&gt;
==My Colors are Off==&lt;br /&gt;
The TD-1&#039;s primary goal is TD and it measures this very well.  Color is something we wanted to have as well because it is useful, but the TD-1 measures color of roughly 1x3mm of filament.  No color sensor is going to be perfect at that scale.&lt;br /&gt;
It is well known that Gray comes in somewhat green, likely due to the LEDs that are on the RGB sensor.  Most of the time, if you&lt;br /&gt;
double click on the color swatch and edit the Green channel to be equal to the next highest color channel (either Red or Blue), you will get a pretty close gray value.  Most other color issues tend to be too bright and a brightness adjustment in the same dialog will let you fix that value.&lt;br /&gt;
&lt;br /&gt;
Efforts are underway to improve color accuracy as possible, but Ajax is prioritizing production to meet demand and HueForge is prioritizing new feature updates at the moment.  When time permits, more effort will be made to improve color with the current sensor and future versions will likely have an improved sensor.&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
	<entry>
		<id>https://hueforge.wiki/index.php?title=Main_Page&amp;diff=169</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://hueforge.wiki/index.php?title=Main_Page&amp;diff=169"/>
		<updated>2024-07-31T14:25:19Z</updated>

		<summary type="html">&lt;p&gt;HueForge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Main_image001.png|480px|thumb|center|HueForge Example]]&lt;br /&gt;
&lt;br /&gt;
===[[How To Pages]]===&lt;br /&gt;
&lt;br /&gt;
===[[TD-1]]===&lt;br /&gt;
&lt;br /&gt;
===[[FAQ]]===&lt;/div&gt;</summary>
		<author><name>HueForge</name></author>
	</entry>
</feed>