i3D Workbench · Input tool Available

Bitmap to 3D

Upload a BMP or PNG image and convert brightness variations to a 3D relief mesh.

Bitmap to 3D turns a BMP, PNG or JPG image (up to 300 MB) into a 3D relief mesh — lighter pixels become higher, darker pixels lower. The Model Editor controls Z scale (1–50), detail, background texture, mesh reduction, smoothing, a base plane and per-axis Bezier correction curves; the Final View applies PBR materials and exports binary STL (for CNC and 3D printing) or GLTF/GLB.

Bitmap to 3D — screenshot of the i3D Workbench interface
Bitmap to 3D in the i3D Workbench (real interface, v2026.10).
Key factsbitmap-to-3d
GroupInput
StatusAvailable
InputBMP, PNG, JPG
OutputSTL (binary), GLTF / GLB
Max upload300 MB per file
Runs inDesktop browser with WebGL 2 (Chrome, Edge, Firefox) — computation on Ahaborg's C++ backend
BillingPay-per-use credits, no subscription
Documented ini3D Workbench User & Reference Manual v2026.10

Overview

Lighter areas become raised regions; darker areas become recessed. The conversion is controlled by the Model Editor (also called Curve Editor), which lets you tune height, detail, smoothing and per-axis correction curves, and by the Final View, where you pick a material and download STL or GLTF/GLB.

Bitmap to 3D — upload page with optional clipping tools (rectangle / circle / pixel).
Bitmap to 3D — upload page with optional clipping tools (rectangle / circle / pixel).
Model Editor — relief parameters and correction curves with live 3D preview.
Model Editor — relief parameters and correction curves with live 3D preview.
Final View — material presets and STL / GLTF export.
Final View — material presets and STL / GLTF export.

Step by step

  1. Open Bitmap to 3D and select a BMP or PNG (up to 300 MB). The image appears as a preview.
  2. Optionally draw a clipping shape (Rect / Circle / Pixel tools) to keep only part of the image, then click Next.
  3. The Model Editor opens and the server builds the first mesh. Sliders are disabled until it arrives.
  4. Set Z Scale first (overall height), then Details, Smoothing and Zero Plane. Every change is debounced and recomputed on the server.
  5. Shape the Correction Curves (X, Y, Z) to control how brightness maps to height. Press M to toggle material shading.
  6. Click Export → to open the Final View, choose a material preset and download STL (printing/CNC) or GLTF/GLB (viewers/web).

Controls

Upload step

ControlRange / valuesDefaultWhat it does
File UploadBMP · PNG (JPG accepted) · ≤ 300 MB—Select an image. After upload the image appears as a preview.
Rect / Circle / Pixel——Clipping tools: draw a rectangle or circle (medallions), or pick pixels, to restrict the relief to an area. Optional.
Next——Saves the image (and the clipping shape) and opens the Model Editor.

Model Editor — Mesh Information

Triangles, vertices and processing status of the current mesh.

Model Editor — Parameters

All sliders are debounced 500 ms — the server is called only after you stop moving them.

ControlRange / valuesDefaultWhat it does
Z Scale1 – 50—Overall height/depth of the relief. Higher = taller peaks. The value is doubled before being sent to the server.
Details0 – 50.5Level of fine detail preserved in the main relief.
Background Scale0 – 5—Texture scale in flat background areas.
Background Details0 – 5—Detail level in flat background areas.
Reduction factor0 – 10—Mesh simplification. Higher = fewer triangles. Balance quality vs. file size.
Smoothing0 – 5—Surface smoothing passes. Use sparingly — it can erase fine details.
Zero Plane0 – 5—Height of the flat base plane below the relief.

Model Editor — Correction Curves (X, Y, Z)

ControlRange / valuesDefaultWhat it does
Linear / Curve——Switch each axis between a straight mapping and an editable Bezier curve.
Control points——Drag points to reshape the brightness-to-height mapping. Right-click + drag the endpoints to tilt the curve.
Invert——Flips the curve vertically (light becomes low, dark becomes high).
Reset——Restores the default curve.

Final View

ControlRange / valuesDefaultWhat it does
Material PresetGray · Metal · Gold · Chrome · Glass · …—Visual material for the preview and for the GLTF export.
Light Intensity / Roughness / Metalness——Fine-tune the material appearance.
Wireframe (W)——Overlays the triangle edges — useful to judge the Reduction factor.
Download STL——Geometry only — for 3D printing or CNC (MillX).
Download GLTF/GLB——Geometry + material + textures — for 3D applications and web viewers.

Tips & tricks — Bitmap to 3D

  • Start with a high-contrast grayscale image. Color is converted to luminance; two different colors with the same brightness become the same height.
  • Adjust Z Scale first, then Details; leave Smoothing at 0–1 until the end, and add it only to remove JPEG noise.
  • Keep Reduction factor at 3–5 for a balance of quality and file size; check the result with the wireframe overlay (W) before exporting.
  • Use the Z correction curve with an S-shape to flatten the background and emphasize mid-tones — it produces a much more “carved” look than raising Z Scale.
  • A circular clipping on the upload page is the fastest way to make medallions and coins; add a Zero Plane of 1–2 for a solid base.
  • Soft blur in your image editor before upload (radius 1–2 px) removes halftone patterns that otherwise become ripples in the relief.
  • STL is what MillX and slicers need; export GLTF/GLB only for presentations — it carries the material you chose.

Troubleshooting

Sliders are disabled.

The first mesh has not arrived yet. They enable automatically once the server responds; if the status shows an error, go Back and upload again.

The relief is inverted (dark areas raised).

Press Invert on the Z correction curve.

The mesh is huge / download is slow.

Raise Reduction factor or reduce the image resolution before upload. The triangle count is shown in Mesh Information.

Works well with

Tools that chain with Bitmap to 3D — see the workflows.

Full reference for Bitmap to 3D

Every control, range and default is in the i3D Workbench manuals (PDF, v2026.10).