3D Viewer: Better raytracing textures for copper layers
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
KiCad |
Fix Released
|
Unknown
|
Bug Description
http://
What does Raytracing procedural textures for exactly? If it's to simulate the fiber board, it's done incorrectly:
1. the pattern is too coarse
2. the pattern is applied to copper, which should not happen if the pattern is meant to enhance the texture of the PCB
Application: kicad
Version: (2017-04-05 revision bf21640ae)-makepkg, release build
Libraries: wxWidgets 3.0.2
Platform: Windows 8 (build 9200), 64-bit edition, 64 bit, Little endian, wxMSW
- Build Info -
wxWidgets: 3.0.2 (wchar_t,wx containers,
Boost: 1.60.0
Curl: 7.52.1
KiCad - Compiler: GCC 6.3.0 with C++ ABI 1010
Settings: USE_WX_
tags: | added: 3d-viewer |
Changed in kicad: | |
importance: | Undecided → Wishlist |
status: | New → Triaged |
summary: |
- 3D Viewer: Raytracing Procedural Textures + 3D Viewer: Better raytracing textures for copper layers |
Changed in kicad: | |
importance: | Wishlist → Unknown |
status: | Expired → Fix Released |
> 1. the pattern is too coarse
It is OK to edit the source code and propose/submit a new values for the pattern.
Or maybe add an option so users can change this parameters.
When I developed that texture I based my tunning on real PCB photos. Also it looks similar to other CAD tools, eg: www.sasabremec. com/wp- content/ uploads/ Untitled1. png
http://
> 2. the pattern is applied to copper, which should not happen if the pattern is meant to enhance the texture of the PCB
You are right in a real PCB that pattern comes from the FR4 substrate and not from the copper. As the copper is compressed against the substrate it will get also some degree of that "ondulation" (modulated to the pattern of the substrate).
In the 3D-Viewer implementation is not possible to simulate the mechanical / physical adaption of the copper to the substrate.
So the way I implemented was to create the parent texture for the substrate and then the copper texture is a soften derived from that parent, then the Solder mask again is a soft derivation from copper texture. (as again in real life the liquid mask will adapt and get smooth to the surface it is deposited)
These factors are also possible to be changed on the source code.