3D Milling in Voxelizer

In the beginning, steps for 3D milling in Voxelizer Software are similar to the 3D printing workflow.

First drag and drop your object into the scene editor and then change the workglow to 3D milling. After positioning and scaling the object to the desired size, you can Voxelize the model, which will also open a 3D milling menu in Voxel editor window.

In the 3D milling menu you can set up all the properties required to manufacture your object.

Drill length - It’s the thickness of the layer that would be milled at a time. Make sure that you don’t put in value bigger than actual working length.

Drill diameter - 
It’s the diameter of your drill that affects your path width.

Drill speed - 
Speed depends on what type of material you mill. The general thumb rule is the thicker the layer milled at a time the slower the speed. Also the harder the material milled the slower the speed. We recommend making a trial and error run on a separate piece of material before moving to the proper one.

Travel speed - It’s the speed with which the mill travels when not performing any work.

Path width - The thickness of your path. The lower the number in this box, the finer will the end result be.

Travel offset - Height to which drill moves up when going over an already milled area.

Avoid already drilled (Check box) - Ensures that the same path will not be milled twice.

Drill direction - Drill can be adjusted to work only in a selected direction: just X axis, just Y axis or in both axis.

Drill return - It determines whether the drill will return to the beginning of the line after this line ends.

Interp. Method - Determines the interpolation method.

Now, when you have adjusted all the settings for your drill, it’s time to tell Voxelizer where is the material placed on the table.

First, go to G-code editor WITHOUT pressing Generate drill paths.

The Block Dimensions menu will help you to set the virtual material correctly. Start with estimating the low Z and high Z, so basically top and bottom of the material.

Low Z = 0 means that the material starts on the bottom of the milling table. This is almost always 0 as seldom does your material hangs in mid-air. High Z = 15 means that the height is 15 mm.

If our block of wood is higher than that, we can change the high Z value, for example to 50 mm.

You can now go back to the Voxel editor to see if this height is enough to cover the imported object.

Similarly, we need to adjust the scale for X and Y axes to make sure that the whole object is inside the material.

Below we changed the value of High X and High Y to 150 mm.

Let’s once again go back to the Voxel editor to see if our object fits into the block of material.


If the object fits, you can now generate Drill paths. G-code editor will open automatically.

The drill paths will be generated over the entire material area put into the software. Of course, it needs to resemble the actual piece of material used for 3D milling and placed on the worktable of your ZMorph machine.


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