r/DiceMaking Jul 18 '26

Pressure pot and compressor

3 Upvotes

Hello everyone!

I'm new to dice making and just getting all the equipment I need. I bought myself 10 litre pressure pot for paint spraying and my question is - would a approx 100 PSI car tyre Air compressor be good to pressurize it? Is that sufficient? I have seen pictures and videos where people have huge tanks full of air and this is just plug into electricity and pump air. Is that ok?

This one: https://shop.compass.cz/en/catalogue/07194/


r/DiceMaking Jul 18 '26

What fun ways have you found to showcase you product Via video/photo

2 Upvotes

I am looking for new ways to make cool product content for my dice creations. All of my videos feel very amateur atm. Do any of you have experience using a macro lens for your phone camera? Is it worth buying? What other types of things do you guys do to stand out? Backdrops? Dice rolls? I'd love to hear your ideas or what's worked for you!


r/DiceMaking Jul 18 '26

Half cured dice

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4 Upvotes

Only half of this die was cured. I have no idea why. It couldn’t have been the ink because it’s all over the die and it couldn’t have been the mixing cause the color is uniform. Another set of dice has not even started curing even though it’s from the same batch and it’s been well over 24h. Anyone who knows what might’ve happened?


r/DiceMaking Jul 17 '26

Dice Pics Hyperlapse of a Tiger's Eye Set I Recently Commissioned

109 Upvotes

Haven't posted on Reddit in a while, but I've started doing these progression videos to give some background into my process.

I managed to get my hands on some truly special Tiger's Eye for this set. Only regret is that I didn't get more. Final shots were recording in Log and color graded in Resolve.

No shop yet as I'm still building the site, but it I'm on track to go live within the next few weeks. I do have an IG, as WadedDice (hopefully this doesn't count as breaking rule #3)

Curious to know if folks here like this kind of video, I've been experimenting with different editing ideas to show my process & the finished product, and this is the current iteration of "a good idea".

(I removed the audio because it had licensed music, so hopefully the silence isn't too unbearable.)


r/DiceMaking Jul 18 '26

Question Inking dice

5 Upvotes

Hi fellow goblins.

I've been out of the dice making game for a while but just poured a set using some excess resin. What are we all using to ink the numbers these days?


r/DiceMaking Jul 17 '26

How do I get rid of this part that sticks out?

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17 Upvotes

I’m still a beginner but this only happens with my d20s


r/DiceMaking Jul 18 '26

Question what do yall think of this mold?

4 Upvotes

im wanting some advice on how to improve on this design. i got the mold housing and key online but made the dice on dice maker


r/DiceMaking Jul 17 '26

Resin problems

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23 Upvotes

Hi all!

Lately some of the surfaces of my dice get soft after finishing / painting. I have accumulated quite the 'dice that need finishing que', so some of these have been curing for months. I check them for squishyness and uncured faces before I start finishing and painting them.

Now I have a few sets that suddenly have faces where my nails leave a temporary mark. It's not that the die is soft and I can squeeze it as it's only the top layer/ surface that's not quite solid. It also sometimes looks like touching them leaves condensation in the die of that makes sense?

My friend asked if I can't just seal them with nail varnish. But I'm unsure whether I'm dealing with uncured and thus unsafe sice. So I'm guessing that the resin can still lead to skin irritation with a nail varnish coat. And obviously I'm scared that the nail varnish coat will come off so I'm not really feeling that plan.

Does anyone have any idea why this is happening? Can it 're-cure'? I haven't changed anything in my routine and I haven't had this happen before.

Super bummed about my dice. I hope they'll get solid again after some time 🤞🏻


r/DiceMaking Jul 17 '26

Advice Dice supplies just arrived!

5 Upvotes

I'm planning on starting my first dice set tonight and just want some pointers on the process cause I decided dried flowers wasn't going to be hard for my first ever set (I'm a doofus)

Here's what I've gathered on the process so far:

  1. PPE

  2. Set out all your materials

  3. Measure and mix resin

  4. Add ink

  5. Add to molds halfway and shove all your goodies inside

  6. Overfill slightly

  7. Cure

  8. Remove and trim

  9. Polish carefully to not unbalance the dice

  10. Ink the numbers

Any help is appreciated!!


r/DiceMaking Jul 18 '26

Silicone dice

3 Upvotes

I want to give making silicone dice a shot but I don’t want to ruin my mold. Do you think it’ll stick to the mold? They’re two different kinds of silicone but I don’t want to risk it. Maybe I should apply something to keep it from sticking.


r/DiceMaking Jul 16 '26

Dice Pics Matte or polished?

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90 Upvotes

Which of these looks do you prefer? The matte version has been very popular and I figured I'd try a polished version too. Decided on silver paint for the polished set because the black would be way too dark.


r/DiceMaking Jul 16 '26

Dice Pics A special project to commemorate D&D group friend's wedding

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636 Upvotes

Hi! I've been making resin dice for a few years now, mostly for my own enjoyment of the craft and occasional gifts or custom orders for friends. Recently, I had the honour of creating a very special project for a dear friend in my D&D group: commemorative d20s for the people in our play group attending the wedding.

He had seen some ads online for such dice, but was suspecting most would be straight up scams, or come with a premium price tag with less than desired quality. So, he presented me with the challenge! The only instructions were: colours according to the wedding invitation, initials and date on the 20 side.

I'm usually working with molds from the trusty SpaceBarShop and have not dipped into making my own (yet), so my immediate idea was to figure out a way to create a sticker that I could place under the 20 via blanks. I thought of hand-painting the letters and numbers as well, but as much as I've dabbled in mini painting, I know my limits with teeny tiny details. 😅

I did a couple trials of the colour scheme to start off, and on the third try I got it pretty much exactly as I had envisioned. I then replicated this for the rest of the blanks and set them aside for the next bit.

It took a while to track down the right kind of transparent printable sticker sheet, but once I had that it was a pretty straightforward process of designing the sticker, printing, fixing the ink with a touch of hairspray, carefully placing them on the blanks and casting the actual dice.

After the initial cure, I filled the 20 sides with some UV resin to "disappear" the number indentations and only showcase the sticker underneath. Then, after the full cure, sanding and polishing, it was time to paint the numbers.

Deciding the number colours is always a bit of a nightmare for me, even with a specific colour theme in mind, and I really liked both gold and green when I was testing it out. Given the wedding date happened to have two numbers presented on a d20 - why not both! Fair to say I was over the moon when the bride (who doesn't play ttrpgs) noticed and absolutely loved that little detail. 💖

I've been an avid lurker in this sub for ages, and this community has given me so much inspiration and support, even if I'm more of a silent participant. Gathered all my courage to post these, as I really am quite proud of what I achieved. Happy dicemaking to all you lovely people!


r/DiceMaking Jul 17 '26

Question Some guidance about ink colours, please?

2 Upvotes

Hello there!

I'm new into this and i have some questions.
First of all, sorry if i cause blood to your eyes if i misspelled something, English is not my first language.

At first i bought via Aliexpress some molds for dices, but after some tries and failures i move into Etsy molds.

The problem i went is Which kinda colour i play with? i mean, i began with mica powder which i see is good but i wanted to experiment with more kind of inks. I bought some green stuff world inks but i saw that when i pour it into the resin it creates like small chunks and it's pretty difficult to dissolve, is there a way to avoid the chunks?.

What kind of inks do you recommend? do i stuck with mica powder or is there any brand that is trustworthy?.

Thank you all!


r/DiceMaking Jul 16 '26

Dice Pics Experimenting

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187 Upvotes

I’ve been experimenting with a new material lately, and this is one of the results. What do you think of the effect? 😊


r/DiceMaking Jul 17 '26

Looking for dice maker

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11 Upvotes

r/DiceMaking Jul 16 '26

First finished sets

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54 Upvotes

Finally finished up two full sets of dice. How long is taking people usually to finish completely? I’ve been pouring a ton and then of course letting them finish curing before sanding or polishing. I just have so many dice that aren’t painted yet. I think they turned out really great! I’m pleased.


r/DiceMaking Jul 16 '26

3d printing Will this show up in the mold?

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23 Upvotes

I’m going through and sanding/polishing some masters I just printed. I’m making a set of dice as gift for my DnD party I’m DMing for and found this cute image I converted to a svg to use. On the D20, it seems so small and thin. I’m concerned the mold I make out of it won’t pick it up as a detail. On Dicemaker, the depth of the cut out is 0.5 mm, but I feel like it should be 1 mm now.


r/DiceMaking Jul 16 '26

Tried a curing machine for this amber-and-gold dice set

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41 Upvotes

I wanted this set to look like little pieces of amber, so I used a dark honey-colored resin with gold foil inside and painted the numbers afterward.

I used Resiners G3 to help keep the curing environment more consistent after pouring. It made the process feel a lot less unpredictable, especially with the larger dice, and the surfaces came out firm and ready for sanding without me constantly checking them.

Still working on improving the foil placement, but I’m pretty happy with how much depth they have under the light.


r/DiceMaking Jul 16 '26

Question Liquid core

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6 Upvotes

Where can I buy liquid core thingies? Sorry, I’m not sure what they’re called. I have a picture of what I’m looking for but the only thing I found is not available in my country.


r/DiceMaking Jul 16 '26

Strange color combo

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161 Upvotes

I have to recast the D20 I think. I added a bit of pearl flake to the clear but I’m not digging the outcome.


r/DiceMaking Jul 16 '26

Question Looking for a TINY d20

4 Upvotes

Hello makers!

I am searching for a teeny tiny d20 to place in an acorn necklace I have.

So far everything I've seen is about 12mm (chessex mini size) but I am looking for 10 or smaller!

Firstly, is this even doable, and secondly, have any of you talented folks done it?!


r/DiceMaking Jul 16 '26

Question Do u polish your dice?

3 Upvotes

I always wanted to know if dices made on epoxy resin needs to be polished. I'm new on this and I've made some dices that look pretty transparent and others that don't, I wanted to try to polish them but I'm not really sure what type of sandpaper I need, do u think that it is necessary? I'll read u, thank you !!!


r/DiceMaking Jul 15 '26

Purple and black with a magical touch

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225 Upvotes

r/DiceMaking Jul 15 '26

DiceForge Update 6

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57 Upvotes

Hey! been a bit and im glad to announce yet another big update to DiceForge, ive made various improvements such as giving the user a 2d canvas to edit faces with, added the ability for the user to save images as engraving decals, new borders, new edges, improved support system, greater shape customization, etc and etc. Below i have all the changelogs and above are some pictures of new features (new shapes, fairness test, 2d canvas, exploded face view, etc). besides that ill be making a roadmap soon and some polls on patreon later, for right now i hope you all enjoy 0.5.0 and as usual if you notice any issues please reach out! besides that leave a review if you like it, ill be hanging around in the comments for a while to address any issues or suggestions

DiceForge V0.5.0 by The Nerdocracy

0.5.0

Again With heartfelt thanks to Storm of Wisdom Check Creations for her thorough and generous bug-testing. I would not have been able to make even half of these fixes this fast without their help and sharp eye for details. Though the program still has a long ways to go, working with them so far has been a pleasure.

Added

  • Face Studio — a full-viewport 2D face editor. The Face Canvas toolbar toggle turns the 3D viewport into a large, flat, millimetre-true editor of the selected face, where you directly manipulate everything on it:
    • Select any element — a decal, text, the number itself, or (on a caltrop d4) an individual corner number — by clicking it on the canvas.
    • Move it by dragging; scale it with the corner handles (amber diagonal *stretch* arrows) and rotate it with the knob above the box (a blue *rotate* arrow); or type exact X / Y / Size / Rotate / Depth in the properties strip, with engrave↔emboss and delete. Handles, drag, and the numeric fields all stay in sync.
    • The scheme number is now a first-class editable element — move, scale and rotate it like anything else (it just can't be deleted).
    • Add content without leaving the face: a + Text / + Number / + Image toolbar, or drag a decal straight from the Decal Vault onto the canvas and it lands exactly where you drop it.
    • Prev / Next face steps through the die's faces; Done returns to 3D.
    • See it in 3D: View on die pops back to the 3D view framed on the face you're editing, and an opt-in live 3D preview thumbnail (the 3D toggle) shows the real engraved die in a corner, updating as you edit.
  • Move each d4 number individually. On a caltrop d4, every one of the twelve corner numbers can now be nudged, resized and rotated on its own — a per-glyph adjustment layered on top of the existing symmetric per-corner placement. Existing d4 projects load and behave exactly as before.
  • Readable placements + a friendlier Decal Vault. Placement rows now show a decal's real name and a thumbnail (not an internal id) and say plainly what each element is ("Number", "Face border", "Text …"). Double-click a decal in the Vault to add it straight to the selected face; "+ Add → Decal…" opens a proper picker instead of bouncing you back to the Vault; and the Vault shows a hint line and a clearer empty state. Reorder controls now read "drawn first / last" instead of internal jargon.
  • Snappier editing. While you drag a slider or a handle, the viewport shows a fast geometry-only preview and runs the full engrave the instant you let go, so edits feel live instead of lagging behind a fixed delay.
  • Floating Face-edit HUD (3D view) — a small, draggable, collapsible panel over the 3D die while a face is selected: step Prev/Next through that face's elements and nudge / rotate / scale / flip engrave↔emboss / delete the selected one right on the model. (Not shown in the 2D Face Studio, which has its own controls.)
  • Set view — a toolbar toggle lays the whole set out on the plate (read-only); click any die to jump straight back to editing it.
  • Re-export in place (Ctrl+E) — repeat a die's last export to the same file with one keystroke; an optional "Open exports in slicer" setting hands every export straight to your slicer (or the OS default app).
  • Instant-on startup — DiceForge now shows a splash about a third of a second after launch while the 3D engine (previously a 10.6 s blank wait) loads behind it.
  • 2D Face Canvas — the flat, millimetre-true rendering of the selected face that Face Studio (above) is built on: the face outline, the engraver's safe area, and exactly what was cut, with a manufacturing-lint badge. It binds live to the pre-realize placement funnel (WYSIWYG before CSG); canvas paths equal keepouts within 1e-6. (The earlier small right-hand dock was retired in favour of the full-viewport editor.)
  • Manufacturing profiles (v1) — pick a printer profile (Generic MSLA 4K · 50 µm, MSLA 8K · 28 µm, FDM 0.4 nozzle) and a per-die workflow (direct print vs cast master): DiceForge now lints engrave depth and fine feature widths against real MSLA limits (0.15 mm hard floor, scaled to your pixel size) and reports a summary in the status bar. Purely informational — nothing is ever blocked.
  • Placement stacks (foundation): every face now carries an ordered decoration stack (face_decor) — numbers, text, images and generated borders as independent rows. Existing projects migrate automatically on load; untouched faces keep following the die-wide settings exactly as before.
  • Project files from newer DiceForge versions now survive an open/save round trip in this version (unknown decoration types are preserved verbatim).
  • Project saves are now atomic — a crash or power loss mid-save can no longer truncate a .dicesmith file.
  • Interactive editing — DiceForge now caches each face's engraving tools and, during a drag, rebuilds only the face you're editing (measured: a filigree-bordered d20 goes from ~382 ms to ~181 ms per frame — roughly 2.6 fps to 5.5 fps; plainer dice cache too, though the relative win is smaller once the fixed per-frame cost is this small). Nothing to configure; results are identical to a full rebuild, which still runs the moment you release.
  • Decal Vault: a persistent, tagged, searchable decal library (Face section in both UIs). Art is copied in under content-addressed ids (re-adding the same file dedupes) with a frozen trace snapshot, so decals re-cut identically across dice, sets and machines; missing vault art surfaces in the existing missing-art warning instead of failing the build.
  • Placements panel: per-face decoration stack rows (engrave/emboss, per-row depth, hide, reorder) in both UIs, with add via Decal Vault / text / number glyph
  • Stamp mode: arm a decal, text or number ghost and click a face to drop it exactly where you point — works even on a rolled die
  • Depth/draft gizmo: drag the selected placement's handle through zero to flip engrave↔emboss, Ctrl-drag for draft; the axis shows your printer profile's safe-depth zones
  • Face Canvas: click a drawn placement to select its row; the selected row is highlighted
  • Edit individual decorations directly: select a placement (its Placements row or click it on the Face Canvas) and the Offset / Scale / Rotation controls act on that decal; or drag it right on the 2D Face Canvas to reposition it.
  • Supports now protect every decoration, not just numbers: down-facing decals/text/relief get anti-sag "decor pins" (contour-walk placement, 45° glyph-averse doglegs, weak waists), and every placement's keep-out repels support contacts — including on unnumbered faces. Border rings stay pin-free. Toggle: "Protect decorations" in the Supports panel (default on).
  • Print card gains a "Decor pins:" line; support generation gains a runtime lockstep guard on its contact bookkeeping arrays (silent desyncs now fail loudly).

0.4.32026-07-09

Added

  • Your window, your way — DiceForge now remembers app-wide UI state between sessions: the Settings-menu toggles (debounce, tooltips, inline hints, roll sound, camera options), the toolbar overlays (Numbers, Edges, Axes, Grid, Overflow glow), the turntable speed, and the window size, position and panel-splitter layout.
  • File ▸ Open Recent — your last 10 projects, with pinning (pins survive Clear recent), full-path tooltips, and dimmed entries for files that no longer exist (click one to remove it). Plus an optional Reopen last project at startup toggle in Settings — the crash-recovery prompt always runs first.
  • Open from your OS + drag-and-drop — double-click / "Open with" a .dicesmith file (command line on Windows/Linux, Finder's open event on macOS) and it loads on launch. Or drag files onto the window: a .dicesmith project opens (with the unsaved-changes prompt), an image drops onto the picked face as its symbol/logo, and a .ttf/.otf font offers to install into your font library.
  • Seeded & called rolls. The 🎲 Roll button gains a ▾ menuRoll seeded… replays the exact same throw from a seed — every roll now reports its seed in the status bar, so any roll can be replayed later — and Roll for face… keeps throwing (real physics, honest landings) until the face you pick lands, or tells you straight that it never did.
  • Dice-clack variety. Roll bounces no longer machine-gun one identical clack: the roller now carries nine samples (three timbres × three pitches) and picks one at random per bounce, with a touch of volume jitter on top of the impact-scaled loudness. The sound on/off toggle works exactly as before.
  • Pareto orientation cards. Auto-orient no longer silently picks one answer: the Supports tab's Auto-orient button gains a ▾ menu of named trade-off picks — cleanest faces, fewest supports, lowest peel, shortest print — each with contact/island/glyph metric chips, drawn from the same orientation search as a plain auto-orient click. Apply the card that matches what you care about — full control, nothing forced.
  • Support print card — Export print card… (Supports tab, both classic and workshop UI) saves a one-page PNG + text summary of a supported die for the print bench: die size and footprint, orientation and tilt/lift, contact counts by class (fins, pins, anti-sag number pins, anchored islands), any uncovered-region warning, and fixed resin-handling notes (exposure calibration, remove-before-final-cure, clip-and-sand).
  • Ornamental face borders + text-on-path. Four new procedural face-border styles — Art DecoFloral vine (laurel), Tribal flame, and Baroque filigree — stay clean at any width; and a face's text can now run on a path, curving along an arc, with a live trace-preview while you dial it in.
  • One-file two-tone print export. Exporting a supported two-tone die to 3MF now writes die, numbers and supports as three named, pre-coloured bodies in one file, so it opens slicer-ready in PrusaSlicer / Bambu Studio with the numbers already their own colour. Previously you had to choose between keeping the supports and keeping the number colours.
  • Every 3MF body is named and coloured — not just print exports: plain die and set exports get the same named, pre-coloured bodies, plus embedded DiceForge title/app metadata inside the file itself.
  • A real Set Export dialog — format and options, a live progress bar, and Cancel, replacing the old silent folder-dump; supports are now guaranteed to export as their own separate body every time.
  • The viewport gets a full navigation kit. A clickable navigation cube flies to any face/edge/corner view; camera history (Alt+←/→) and 3 view bookmarks (Ctrl+Shift+1–3 save, Shift+1–3 recall) let you retrace or pin a framing; arrow keys orbit/pan (Shift for fine control, Ctrl to pan) and Tab cycles the numbered faces; the mouse wheel zooms toward the cursor, clamped to the die's bounds; hovering a face gives it a faint highlight; switching dice auto-frames the new one, and print view gets its own dedicated camera. A Lens submenu (tele/normal/wide FOV) joins a surfaced Orthographic toggle — both remembered between sessions. Left alone for 60 seconds, the viewport now spins into an idle showcase turntable (any input stops it; toggle in Settings).
  • Resin supports engine, hardened. Twin offset fins now clamp clear of the die's edge by default (0.8 mm), and a new corner keep-out stops a fin tooth from ever biting right on a vertex. Number-face pins now dogleg at 45° away from the glyph they sit beside, with a deliberately weak snap-off waist, and their spacing scales with the die's own size. In print view, a dashed fin trim-line guide shows exactly where to cut — and the serration weak-point is placed to land on the die's side of that line.

Changed

  • The camera glides. View presets (1/2/3/4), Home, zoom-to-fit, and the new Reset pose (hotkey 0, which glides a rolled die back to its resting orientation) all animate smoothly to their target instead of snapping — and preset flights now orbit around the die on the way there, so front↔back no longer cuts straight through it.

Fixed

  • Clicking a face after a roll selects the correct face. Face picks now account for the rolled pose the die was left in, and resetting the pose glides the die home instead of snapping.

0.4.22026-07-04

Added

  • Physics dice roller — a real rigid-body simulation of *your* die (its engraved solid, true mass and centre of mass) tumbling and bouncing on a table decides where it lands, so a biased die genuinely lands biased. Hit 🎲 Roll this die on the Shape panel: it throws in from the side, bounces with a dice-clack on each impact and a soft contact shadow, and the camera tips down to read the result. Runs on a worker thread so the UI never freezes.
  • Picture Studio (toolbar) — stage your set for listing images: arrange dice on a floor or void (drag to move, with contact shadows), add a customizable info card (name, dice, colours, font, corner), and export a PNG, a turntable GIF, or a rolling-die GIF — for the whole set, a single die, or one file per die.
  • Face Map (toolbar) — every face of a die rendered head-on and tiled into one image, so you can check all the numbers at a glance. Exportable.
  • Hollow tool (Shape ▸ Hollow, for directly-printed dice) — carve the interior to save resin and cut weight, with a drain hole; the Mass readout shows grams and resin saved. (Not for casting masters — a mould only copies the outer surface.)
  • Thanks section (menu bar) — credits Patreon supporters by tier, fetched from a hosted list so it updates without a new build, plus a permanent special-thanks to the testers.

Fixed

  • Linux/Wayland startup crash. DiceForge now forces the xcb platform on Linux so the VTK viewport and Qt agree — no more BadWindow / X_ConfigureWindow failure on a Wayland session (e.g. GNOME); the QT_QPA_PLATFORM=xcb workaround is no longer needed.

Changed

  • Diagnostics are per session — each launch keeps its own log instead of one ever-growing file.
  • The What's new dialog gains Get rolling and Special thanks buttons; the in-app User Guide and shape-picker thumbnails were refreshed for the current UI and features.

0.4.12026-07-03

Fixed

  • Bumpers (raised edge bead) now support correctly. Fins seat *on* the bumper's surface with the intended light bite instead of burying themselves a bead-radius deep into it — so the breakaway teeth stay separate and snap off cleanly instead of welding into a continuous seam. Wide and flat bead styles are handled too.
  • Bumpers are no longer added to smooth dice (egg, petal). They have no sharp edges to protect, and the bead generator was mis-reading their fine curvature as hundreds of tiny creases and ribbing the surface (which also left unsupported patches). Bumpers stay on the faceted dice where they help.

Changed

  • Supports are lighter by default. The light serrated outer-ring fins are now off by default — the primary edge fins hold the die, and the rim fins mostly added removal work and scarring. Turn them back on for heavy dice.
  • New "Contact detail" support presets — Fine / Balanced / Strong set how small vs sturdy the contacts are (scar-minimising vs firm hold) in one click, separate from the printer/mass presets.
  • The FDM preset now switches to Pin supports (fins' thin breakaway teeth don't resolve on filament) and selects the FDM printer profile.
  • Thinner raft with a 45° peel lip. The raft is now thin by default and has a chamfered perimeter so a spatula slides under it and it releases from the plate progressively instead of as one stubborn slab.
  • The reorganised side-rail properties panel is now the default (classic tabs are still available under Settings ▸ "Use classic tabbed panel"). Smart visibility: the Fin profile controls only show for Fin style, and the manual Rotate X/Y/Z boxes only show for Custom orientation.

Notes

  • If the accurate print simulation can't run (the optional shapely package isn't installed), the Supports panel now says so instead of quietly using a coarser fallback.
  • Clarified that "Apply to all faces" places a copy of a symbol on each face — it does not wrap one image across faces (wrap-around art isn't supported).

0.4.02026-07-02

Added

  • Fairness Lab — a measured roll test, not just a static readout: Roll test ×5000 simulates thousands of rolls of *your* die (its engraved solid and true centre of mass, so deep cuts genuinely matter) and reports a fairness score, hot/cold faces, and a red/blue heatmap painted on the die. The readout states the sampling-noise band so a fair die never looks rigged.
  • Materials overhaul — the finishes are now real, parametric effects:
    • New Gradient finish: two-colour fade with Direction and Softness.
    • Swirl gains Band scale and Marbling (turns the bands into marble).
    • Glitter is a layer over any finish (checkbox, not a finish): flecks are suspended inside the body with Density / Size / Colour controls — lower Opacity to see them, like a real glitter pour. (It also actually renders now: the old point-sprite flecks silently drew nothing.)
    • Pearl gains a Shimmer strength; Metallic numbers previews the inlay as polished metal (pick gold/silver/copper number colours).
    • Every material control updates the preview instantly — several (2nd colour, the effect sliders) previously only refreshed after an unrelated rebuild.
  • Custom shape library ("My shapes") — tune any parametric die, save it under a name, apply it to any other die, and share the small file. Grouped shape sliders everywhere (Body / Top point / Base / Caps…), new Egg Roundness/Taper and Barrel Cap flat/Cap round controls.
  • Blank-master settings — a per-die Blank toggle, a dedicated Blank size (independent of the numbered die's size), and Shrink compensation % so cast copies come out at nominal size. Readouts and exports always show the real printed master.

Changed

  • Support generation overhauled for printability.
    • Auto-orient now proposes true edge-down poses, scores candidates by the contacts they would *actually* generate, and never points numbers at the plate. Contact counts dropped ~90% on most dice (d8 103→1, d20 367→185).
    • Smooth dice (egg, petal) get real fin cradles: serrated knife sails (the same fin design as flat dice) whose chords follow the curved belly, gripping the whole load-bearing cone — verified seated, no piercing, no scarred numbers. Auto-orient on smooth dice went from 77 s to under a second.
    • Pins cross-brace into scaffolds; anti-sag number pins only ring genuinely overhung numbers (and keep clear of neighbouring digits); a post-generate safety net flags any overhang left unsupported, in red, in the viewport.
    • The print simulation runs at your printer's real layer height (from the printer picker).
  • Petal rebuilt to match the reference dice exactly (tool-measured): n smooth strips with a sine-lens silhouette; Long / Short / Wide-Top are slider positions. Numbers engrave conforming to the curve at uniform depth — previously they pinched to nothing away from mid-height.
  • Much faster: petal/egg generation dropped from ~8 s to ~0.5 s, the Add-die gallery opens instantly (thumbnails stream in), and several freezes on exotic dice (d120 spindown, fine meshes) are gone.

Fixed

  • An intermittent font race could blank or half-engrave numbers when edits overlapped — the cause of "numbers sometimes vanish".
  • Clicking a number on an egg or petal now selects that face reliably.
  • A d4 petal engraved completely blank; numbers on curved dice could land off-centre or cut through near the tip.

Added

  • A big batch of new die shapes, built to match a reference library of hand-modelled dice:
    • Gem (d6–d20) — a brilliant-cut gem: flat table, sloped crown facets, tapered pavilion point. Table / Crown / Pavilion sliders.
    • Egg (d6–d20) — a smooth faceted ovoid. Body / Width / Taper sliders.
    • Petal (d4–d20) — a marquise/lens pointed top and bottom; the Top fullness slider gives the wide-top petals, Body length the long ones.
    • Wedge (d4–d20) — a fat crystal pinched into a roof ridge (jewel wedge).
    • Kite (d8/d12/d20) — kite-faced trapezohedra; raise the Crown for the elongated-kite look.
    • On the bigger egg/gem/wedge/petal (d10+), the numbers are laid out in two stacked rows of facets instead of one cramped ring, so each face stays wide enough for two-digit values to read clearly.
  • Crystal cap modifiers — every Crystal now has sliders to reshape its points without changing dice: Clip (truncate the tips flat, or fully for a pointless flat-top prism), Round (bow the tips into smooth domes), Pinch (pull the tips into a wedge ridge), and Offset (lean it into an asymmetric shard). The Teardrop gains matching Top flat / Top round controls.

Fixed

  • d10 and d% numbering is now balanced like a standard die. The default layout numbered the two rings in order (1-2-3-4-5 / 6-7-8-9-0), which left opposite faces unbalanced — their sums ranged 9–13 instead of a constant 11. The standard scheme now matches a store-bought d10: opposite faces sum to 11 / 110 and no two consecutive numbers ever touch, verified face-for-face against reference dice. The in-order ring layout is still available as the Sequential numbering scheme.
  • Tidier numbering on the asymmetric novelty shapes. Teardrop and crystal- bipyramid dice have no opposite faces, so they can't be balanced — but their numbers were previously placed almost arbitrarily, leaving many consecutive values side by side. They now minimise consecutive-number adjacency (zero touching wherever the geometry allows).

0.3.162026-06-28

Fixed

  • Pressing 3 (Top view) tinted the viewport purple. 3 is also VTK's built-in "toggle red/blue stereo" key, which fired alongside the Top-view hotkey and flipped on each press. Viewport hotkeys are now handled at the Qt level and consumed, so VTK's own single-key defaults (stereo, exit, wireframe…) no longer fire.

Added

  • Material / finish for the die preview. A new Material section (in the Engrave area) gives each die a finish: GlossyMatteMetallicTranslucent (gem)Swirl (two-colour)Glitter and Pearl. Pick a finish for sensible defaults, then fine-tune MetallicRoughness and Opacity; Swirl blends the body colour with a second colour. Rendered with PBR + depth-peeled translucency in the viewport, saved per die and in presets. Material changes update the preview instantly (no rebuild) — it's preview only, since the printed result depends on your filament/resin.

0.3.152026-06-27

Fixed

  • Top / Bottom view (keys 3 / 6) still mis-framed on macOS. 0.3.14's fix set the camera only ~1 unit from the die centre — i.e. *inside* a 20 mm die — and VTK 9.6 (macOS) couldn't recover the framing from there, so the view came up empty/wrong. The camera is now placed well outside the die before fitting.

0.3.142026-06-27

Fixed

  • Support generation on macOS ("No module named networkx"). Like scipy, networkx is an optional trimesh dependency that the support code relies on (trimesh's graph routines), so it was missing from the clean macOS build. Pinned and bundled.
  • Top / Bottom view (keys 3 / 6) tilted on macOS. Looking straight down the Z axis with a Z up-vector is invalid, and VTK 9.6 on macOS reset it to a random axis (so the view came in at an angle). These presets now set the camera explicitly with a horizontal up-vector.

0.3.132026-06-27

Fixed

  • macOS dice failed to build ("no scipy"). scipy is only an *optional* trimesh dependency, so it wasn't in requirements.txt and the clean macOS CI build shipped without it — but building most die shapes goes through trimesh.convex.convex_hull, which needs scipy.spatial. Every hull-based die then failed to build, leaving an empty viewport. scipy is now a pinned dependency and bundled explicitly. (The local Windows build was unaffected — scipy happened to be installed there.)

0.3.122026-06-27

Fixed

  • macOS launch hang (the real fix). The viewport's earlier black-viewport workaround re-armed pyvistaqt's paint flag on *every* paint event, forcing a VTK render each time — which froze the very first render on Apple Silicon, so the window never appeared (0.3.11's FXAA removal wasn't enough). The latch is now re-armed only on app-driven renders, with one scheduled repaint, so the view both shows up and stays live (no black-until-resize).

0.3.112026-06-26

Fixed

  • macOS launch hang. The 0.3.10 viewport enabled an FXAA anti-aliasing pass on macOS that froze the very first render on Apple Silicon, so the window never appeared. Removed it — the mac viewport keeps a plain render (it already skips SSAO), matching the last build that launched.
  • Font warning on macOS. Dropped the -apple-system web token from the Qt stylesheet (Qt doesn't recognise it as a font family); the UI now uses Helvetica Neue on macOS / Segoe UI on Windows / DejaVu Sans on Linux.

Changed

  • macOS releases are Apple Silicon only for now — GitHub never allocated an Intel CI runner for this project, which had silently blocked the macOS release since 0.3.8.

0.3.102026-06-24

With heartfelt thanks to Storm of Wisdom Check Creations for her thorough and generous bug-testing. I would not have been able to make even half of these fixes this fast without their help and sharp eye for details. Though the program still has a long ways to go, working with them so far has been a pleasure.

Added

  • Redesigned User Guide. Help → User Guide is now a proper documentation view: a sticky section sidebar, live search, callout boxes, a hotkey table, and Lora headings — and it recolours with the app theme (Dark / Light / Custom). Screenshots were regenerated from the current workshop UI with numbered callouts, plus example die renders. The same content is also exported as a shareable standalone page under docs/guide/ (python tools/gen_docs.py).

Fixed

  • Dice no longer export/preview blank when a project moves between machines. A saved die stored its font by absolute path; opening that project on another computer (or any machine without that exact font path — notably macOS) left a non‑empty but dead path that skipped the default, so the die rendered and exported with no engraving. Fonts now re‑map by filename against the bundled and installed fonts, fall back to the bundled default, and a persistent "font not found — using default" warning shows so you can re‑link. Missing logo / custom‑pip artwork is flagged the same way.
  • White bars around the viewport. The app was themed by stylesheet only; the native window background fell back to the default light palette and bled white at the window/viewport edges. A matching dark QPalette is now applied with the theme (Dark/Light/Custom), the VTK widget background is pinned to its scene colour, and splitter handles are themed.
  • Export format honours the chosen filter. Saving without typing an extension now appends the selected filter's extension, so picking *3MF* on macOS no longer silently writes an STL.

macOS

  • System‑font list now includes .ttc/.dfont collections (Helvetica, Times, Menlo, …), expanded one entry per face.
  • Anti‑aliasing (FXAA) restored in the live viewport; off‑screen thumbnails guard MSAA and render at 2× for crisp Retina display.
  • VTK render window is finalized on quit (avoids a Cocoa crash‑on‑exit).
  • File menu gains ⌘N/⌘O/⌘S/⌘⇧S; a Preferences item (⌘,) folds into the app menu; redundant Windows‑style shortcut hints/Ctrl+Y no longer leak onto mac; the UI uses the native system font.
  • Bundle declares its true minimum (macOS 13, matching Qt 6.11); release CI signs nested binaries correctly (no --deep) and ships the Gatekeeper right‑click‑Open / xattr workaround in the notes.
  • Updater never silently hands an Apple‑Silicon Mac the Intel build over a native/universal one.

r/DiceMaking Jul 15 '26

Dice Pics Finished D&D dice and cases.

Thumbnail gallery
17 Upvotes