

This plane with a gradient texture has been exported to STL using Normal subdivision (right side) and Adaptive subdivision (left), both with a polycount limit of 800. Export units lets you change the units for the STL file, note that size of the model is not converted, so changing the units from millimeters to centimeters will effectively make your mode 10 times the original size.Model Scale enables you to scale the geometry.Similar to with the normal subdivision you have to limit the number of faces either via the Edge length or Polycount. Adaptive Subdivision will subdivide the surface while taking the texture into account.You can select if you want to limit the number of faces based on Edge length or on Polycount. Normal Subdivision will subdivide the the surface in evenly distributed faces.No subdivision will set the color for each existing face in your mesh.When this is selected you have to select the method and level of detail. Export as vertex colors will determine the color of each face (triangle in the mesh).Export as single color will give the same color to all parts in the scene.Texture Mode Select how to translate materials and textures.A folder will be created for all the exported files. stl files Enable this if you want KeyShot to export each part to a separate STL file. This will be updated if you change the Model Scale or the Export Units. Information about the size of the exported geometry.If a part has both this choice will let you prioritize one type. Prefer Geometry Nodes or Textures: the format cannot handle both Geometry nodes (bubbles, flakes, displacement) and textures on a single part.Increasing the value will increase the export process time. Too low of a value will result in an image that has excessive noise. Number of samples: This controls how many times each pixel in baked texture is calculated for increased accuracy.Draco does not compress textures and therefore does not affect texture quality. Compress using Draco: This reduces the file size by compressing the geometry.Include ambient occlusion: When enabled the ambient occlusion will be included in the baked texture.

A higher dpi will yield a sharper/more precise texture but also impacts the file size. The dialog will start with a suggested value that is based on the scale of your model.
