About Paul Williamson

Paul is the lead operator of the Colab laser.

HEPA Air Cleaner in the Laser Room

I’ve placed a HEPA air filter and cleaner in the laser room, in the hope that it will reduce the general stench of burned material and also cut down on the ambient dust level. It’s not in any way a substitute for the laser’s exhaust blower, which vents almost all the smoke to the outside. The HEPA filter is just for our comfort when we’re in the laser room.

The HEPA filter has a timer built in. I suggest you set it to run for 8 hours (the longest timer setting) when you leave the room, if you’ve made any smoke during that session. We’ll see how well that works.

HEPA Air Cleaner

HEPA Air Cleaner

January Classes Scheduled

Basic laser operation and safety class is scheduled for Sunday, January 11th at 1pm, and for Sunday, January 18th at 1pm.

Please email me class@colaser.org to reserve your place in either class. Because the laser room is small, the class size is limited to 6.

Expect about 90 minutes in the classroom, followed by practical hands-on exercises in the laser room. Once you complete the class, you’ll be able to schedule time on the laser to do your own projects.

Keypad Features

Here are some keypad functions you might not know.

Pause a Running Job

When a job is running, the key with the locked and unlocked padlocks on it will pause the job without losing your place. You can hit the same key again to resume where you left off. This seems to be much more responsive than the pause button on the computer screen.

Pausing the job can be handy. For example, if you see that a weight you used to flatten out the work piece is going to be in the way, you can pause the job long enough to move the weight. As long as you’re careful not to move the work piece, you probably won’t be able to tell that the job was ever paused.

Cancel a Running Job

When a job is running, the yes/no key on the far right will cancel it completely.

Quickly Move the Head

In FX (Fast XY) mode, the yes/no key will quickly jump the head to the top left of the table.

Respond to a Fire

Using both of the two previous functions is a good response to a minor flare-up of fire. Hit yes/no to cancel the job, and then immediately hit yes/no again to jump the head away from the fire. This works because FX mode is the default when a job ends.

Jog the Bounds of Your Job

Once you’ve used the J key on the computer to send the bounds of your job to the laser, or run your job once, the key with a square of four arrows will run the bounds again. You’ll be in a better position to see the results when you’re standing at the keypad.

What’s more, you have extra flexibility. In the FX (Fast XY) mode, the keypad key runs the bounds just like the J key on the computer. In the SX (Slow XY) mode, it runs the bounds more slowly, making it easier to check critical boundaries. In the FZ (Fast Z & Test) mode, it runs the bounds quickly, but just one side at a time. Hit the key again to run the next side. Finally, in SZ (Slow Z & Test) mode, it runs the bounds one side at a time, but more slowly.

Run Your Job Again

Once you’ve run a job, if you want to run the exact same job again, go into SX (Slow XY) mode and hit the yes/no key. The LCD will ask if you want to do that. Hit the yes/no key again to confirm. You’ll get exactly the same job as last time, even if you’ve changed some settings on the computer screen since then. If you want to use the new settings, you have to go back to the computer and type the G key or click on the play triangle.

You can reposition the head before re-running the job, to create multiple separate copies of your piece. You could also re-run the job without repositioning the head, in order to cut and engrave everything a little deeper. If you’re trying to cut very thick material, it might be useful to raise the Z axis table a bit before re-running the job.

 

Raster Image Size Limit

During class exercises today, we discovered that you can’t just use the maximum paper size for all cases. If you try to print raster data on the 48×36-inch paper size, the results are (sometimes?) so big the software discards the raster data. There’s no error message or long delay, it just throws away your data. You can then go crazy trying to figure out what’s wrong with your CorelDraw (or whatever program) file.

Since extremely large raster jobs are impractical anyway (because they take too long to run), this is not a severe limitation. It just means you need to choose a reasonable paper size when you’re doing a raster (or raster-then-vector) job. Most raster jobs will probably fit on the default Letter size paper, as long as your drawing is kept within the page margins.

I didn’t search for the precise limit on paper size for raster data. It might depend on the file contents and on the way the drawing program formats the data. Just be aware that there’s a limit.

Manual Focus

The autofocus probe is out of service for now—its mounting bracket got badly bent, probably in a collision of the laser’s head with something. So, you’ll need to focus the laser manually. Do not attempt to autofocus the laser without the autofocus probe in place!

I’ve created a focus aid tool to make this easy. Actually, I made several, just in case they get lost or damaged. The tool is shown in use in the photo. To use it, follow this procedure:

  1. If necessary, lower the Z axis table until the top of your material is below the focal plane. To do this, use the leftmost button to set the mode to FZ (Fast Z & Test) and push the down arrow button until the table is low enough.
  2. Hang the focus tool on the laser head as shown in the photo. The tool’s tabs should sit down squarely on the ledge of the lens tube.
  3. Using SZ (Slow Z & Test) mode, raise the Z axis table until your material just touches the bottom of the tool, without lifting the tabs off the ledge.
  4. Remove the tool before running your job!
Manual focus tool in use.

Manual focus tool in use.

Class Scheduled

Basic laser operation and safety class is scheduled for Sunday, December 14 at noon. This will be the last class of 2014. More classes will be scheduled in January, depending on demand.

Please email me class@colaser.org to reserve your place in the class. Because the laser room is small, the class size is limited to 6.

Expect about 90 minutes in the classroom, followed by practical hands-on exercises in the laser room. Once you complete the class, you’ll be able to schedule time on the laser to do your own projects.

Raster and Vector Rendering

After completing the recent blog post about Combining Raster and Vector data, my next step was to add the same information to the Keynote presentation I use when teaching the basic operation and safety class. In doing so, I came up with a way to show how RetinaEngrave3D renders raster and vector data for different kinds of input.

Start by examining this screen capture from CorelDraw of our test subjects.

original

In the upper left, we have eight lines drawn with the width set to “hairline”, which is CorelDraw’s way of saying that the lines have no width, they’re just lines. The lines are in all the primary colors recognized by RE3D: black, red, blue, green, cyan, yellow, and magenta, plus another black one. Below that, we have the same eight lines with the width set to 10 points. Below that we have four rows of colored squares. The first row is “hairline”, the second row has a few points of width. The third and fourth rows are the same as the first and second, but with a fill color as well as an outline color. Finally, in the upper right corner we have a bitmap image (a color scan of the original concept drawing for the Caroushell C.O.R.E. 2012 project).

Now, suppose we “print” this to RetinaEngrave3D. The laser software interprets the data it gets from the drawing software twice, once for raster and once for vector.

Vector Rendering

Here’s the result on the Vector Cut tab:

vector

As you can see, RE3D has preserved the colors on all the “hairline” vectors, but every vector that has a width has been slammed to black. What’s more, only the “hairline” lines are still the vectors as we drew them. All the wide lines have been rendered as outlines of the area they cover. If you look closely at the squares drawn with wide lines, you can see that each side of the square has been separately outlined, with messy overlap in the corners. Even more interesting, the filled squares with wide lines have three outlines: one for each side of the wide line, and one for the filled interior.

This is unlikely to be what you want, so you’ll probably want to make sure everything you draw as a vector is drawn with the “hairline” width. Notice that if you draw a line with a small width (say, 1 point), you’ll end up with something on the vector tab that looks like a plain line, but is actually a very skinny box. Even if the width is negligible, the laser will trace the line twice. This slows down your job, and may make those lines visibly wider or darker colored.

RE3D has made no attempt to turn the bitmap image data into vectors, but it does capture the edges of it as a black vector rectangle, even though there was no line drawn around the image in CorelDraw.

RE3D gives you separate power and speed controls for each color, including black, but as you can see it creates extra black vectors whenever it sees drawing features that have width. For this reason, you will probably need to avoid drawing in black whenever your drawing isn’t entirely made of “hairline” vectors. If you do, you’ll know that anything that appears in black on the vector tab is a mistake.

Raster Rendering

Here’s what it looks like on the Raster Engrave tab:

raster-235

On the raster tab, everything is black, and RE3D has tried hard to capture everything you drew as some kind of raster image. Even the “hairline” lines and squares have resulted in raster data being generated. If you intended these features to be vector only, that’s a problem.

There’s no rectangle around the bitmap image here, but every area in the image that wasn’t very close to white is now shown as black. In this case, it’s a pretty good rendering of the image, so that might be perfectly fine. If your original image had more dark colors in it, this result might be pretty ugly.

The solution in both cases is to adjust the B/W Threshold slider. In the image above, the threshold is set to 235, which is pretty close to the top of the range (255). If we lower the threshold, more and more of the lighter colored features will disappear from the raster preview. Here’s threshold 216:

raster-216

Now the yellow features, and the lightest parts of the image, have dropped out.

Here’s threshold 130:

raster-130

Now the cyan features have also dropped out, and the image data is starting to get pretty skeletal.

Here’s threshold 105:

raster-105

Now we’ve eliminated the red, green, and magenta features. The image is lighter still, but now it’s starting to show some interesting details in the lower platform area.

Here’s threshold 72:

raster-72

All the non-black features are gone, and there isn’t much left of the bitmap either.

Here’s threshold 7:

raster-7

Now everything that isn’t really black is gone. Apparently the bitmap image didn’t contain any truly black pixels.

So, the B/W Threshold slider lets you get rid of the raster data that was generated from vector input, and it also lets you adjust the rendering of the bitmap image into black and white. If you can find a setting that does both with great results, then that’s all you need to do.

When the B/W Threshold Setting Is Not Enough

But what if the threshold setting you need to make the bitmap image look its best doesn’t eliminate all the vector features?

In some cases, you can just change the colors used for vector features to lighter colors. If you can make all your vectors yellow, then cyan, and so on, then you might not need to work any harder. But what if you need lots of different colors, in order to use different power and speed settings for different features of your drawing? In that case you might well run out of light-enough colors.

For that case, RE3D provides a checkbox in the Import Options section, called “Ignore Thin Vectors”. If this box is checked when you “print” your job to RE3D, the “hairline” vectors won’t appear on the raster tab at all. (There is also a “Tolerance” setting which is supposed to control how wide a line can be and still be ignored, but it doesn’t appear to do anything.)

What’s more, if you check the “Ignore Thin Vectors” box, the lines with non-hairline width won’t appear on the vector tab either! That means those features won’t appear anywhere in your job, which can be confusing. If you accidentally have smaller features drawn with non-hairline width, it would be very easy not to notice the missing features until it’s too late. So, use the “Ignore Thin Vectors” option with caution.

There’s also an “Ignore All Vector” checkbox, but it doesn’t do anything useful for us. It still doesn’t ignore the wide (non-“hairline”) vectors, and it wipes all your vectors off of the vector tab. The only reason this might be useful is if your file contains so many detailed vectors that it takes a long time to import, and you don’t want them.

You may run across cases where there is no combination of RE3D settings that works the way you want. For example, if you have multiple bitmap images, and they don’t all look good at the same B/W Threshold setting. For that case, the simplest solution is probably to pre-render the bitmap images in your drawing program before “printing” the job to RE3D. CorelDraw has many features under the Bitmaps menu for this kind of work.

Sometimes it might be easier to run the vector and raster parts of your job separately. See the Combining Raster and Vector post, near the bottom, for tips on how to do that.

 

 

Where Did My Raster Detail Go?

Suppose I had a nice crisp bitmap file that I wanted to raster engrave. Say, this one:

original

But when I print it to RetinaEngrave3D, the fine details are gone and the lines are too skinny! What the heck happened?

The original swirls look nice and black and smooth to the eye, but at the pixel level that’s not exactly the case. Gray pixels have been used to make the curves appear smoother. This is called anti-aliasing.

The solution is to adjust the B/W Threshold slider in the Raster Properties box to treat more of those gray pixels as black, until the effect is what you want.

Also, if you raster engrave a design like this at low power and high speed, you’ll find that the vertical and near-vertical lines are stronger than the horizontal and near-horizontal lines. This is because the laser unavoidably puts out an extra burst of power whenever it turns on, which it does at the left and right edges of any vertical feature as it rasters back and forth horizontally. This extra burst emphasizes the edges of vertical features. To minimize the visual impact of this effect, increase the power or decrease the speed, at least enough so that horizontal features are strongly engraved. The vertical features will be engraved a bit deeper, but that will be much less noticeable.

Combining Raster and Vector

It’s often useful to have both raster and vector data in the same job. For instance, if you want to create an engraved medallion with your logo on it, you’ll probably want to raster engrave the logo (or parts of the logo) and also vector cut out the shape of the medallion (i.e., the outside circle). RetinaEngrave3D requires you to be a little careful with colors when you want to do something like this.

Whenever you print an image from, say, CorelDraw to RetinaEngrave3D, all the features in your drawing will try to show up on both the raster screen and the vector screen (unless you’ve told RE3D to ignore raster data). Your task is to arrange for only the features you want rastered to show up on the raster screen, and only the features you want vectored to be vectored. The two screens behave differently.

The Raster Tab

On the raster screen, everything you see in the on-screen preview will be rastered. There’s only one control that can change what you see: the slider marked “B/W Threshold” in the “Raster Properties” box on the right side of the RE3D screen. When you’re working with a grayscale photograph, this slider is used to set the level of gray that will be treated as black. Everything lighter gray will be white, and everything darker gray will be black. If you set it to 255, the whole screen will be black; if you set it to 0, the whole screen will be white. If you set it somewhere in the middle, light colored features will be hidden and darker features will be visible. The secret here is that colors are treated as shades of gray, too. Yellow will be treated as a light gray, while darker colors like blue will be treated as darker shades of gray. Black, though, is always the darkest color. So what you need to do is make sure your raster data is true black, and your vector data is some other primary color(s). Then in RE3D, on the raster screen, simply adjust the B/W Threshold slider until all the vector data disappears, leaving just the raster data visible.

The Vector Tab

On the vector screen, you don’t get an actual preview. Instead, the color of each feature in your design is important. Each primary color you have used in your design is automatically assigned a line in the “Vector Layers” table. That includes black, which is what you used for your raster data. If you designed your raster data in a vector program like CorelDraw, chances are good that some parts of it will show up on the vector screen as well. Most likely, you’ll see an outline of your raster features, which you probably do not want. Since you drew them in black, they will all be controlled by the settings you put on black’s row of the Vector Layers table. If you set the “Passes” column for that row to 0, all black vectors will be ignored. They will still be visible on the screen, but they won’t be used when the job is run on the laser. Perfect!

Of course, for this to work, you have to make sure all the features you do want on the vector screen are a color other than black. Stick with the primary colors (red, green, blue, cyan, magenta, yellow) since that’s what RE3D is looking for. (Also, remember that you probably want these features drawn with zero stroke width, which CorelDraw calls “hairline”.) Again, each color automatically gets a row in the Vector Layers table. Set the order (if it matters), speed, power, and passes (usually 1) for each of these colors, according to what effect you want.

Raster then Vector

Once you have all this stuff set correctly, you can use the “Raster then Vector” mode (selected by a pull-down near the top of the window) to run both parts of your job. Note that switching to the Vector Cut tab in the main window resets this pull-down to Vector Mode, and likewise switching to the Raster Engrave tab resets it to Raster Mode. So finish your checking of both screens before selecting Raster then Vector mode. If you forget, you’ll get raster or vector but not both. As long as the material doesn’t move, you can recover by simply running the other mode manually.

Separate Raster and Vector Jobs

Sometimes it just isn’t convenient to use colors this way. For example, if your raster data isn’t pure black and white but also contains some grays or colors, you’ll want to adjust the B/W Threshold slider to get the best-looking treatment of those non-black colors. That may not be the same threshold setting you’d need to hide all the vector data. You could always go into a bitmap editing program like Photoshop (or Corel Photo-Paint, which we do have installed) and alter the raster data to be pure black and white, but that’s an extra hassle. Instead, you might find it easier to just handle the raster and vector parts of your job separately. You can put them into separate files, or from a single file you can temporarily delete the parts you don’t want, then print to RE3D, and then undelete them. Or, at least in CorelDraw, you can select the parts you do want, and in the Print dialog check the choice marked “Selection” in the “Print Range” box to print just those parts.

There’s a catch, though. If you print the raster and vector separately, they might not be lined up the way you want. Recall that when you print anything, RE3D finds the smallest rectangle that encloses everything you printed (the “bounding box”), and shoves that rectangle up into the upper left corner. If you print raster and vector data separately, each will have its own bounding box. If you’re not careful, they won’t be the same, and your raster and vector data won’t line up properly. There’s a standard trick to solve this problem: before you separate the raster and vector data, draw a yellow rectangle around the outside of your design (and don’t use yellow for anything else). Then include the yellow rectangle with both the raster data and the vector data. Yellow is a very light color, so your B/W Threshold setting will probably let it disappear. In the Vector Layers table, you can set Passes to 0 for yellow to eliminate it from the vector job. But in both cases, the yellow rectangle will be included in the bounding box, so everything will be lined up just the way you want.

(See also this Raster and Vector Rendering post, for a more visual explanation.)