Binary STL out
Compact binary STL — what every slicer expects. Or ASCII STL if you need to diff it.
Your slicer takes STL. Your model came out of a modeling app or some marketplace as OBJ. Spinning up a full 3D app just for the export is overkill. Morph parses the OBJ — vertices, normals, faces — and writes a binary STL ready for the slicer. All in your browser tab via three.js geometry parsers. The OBJ stays where it was. The STL saves locally. Free for everything that runs on your device; AI is paid in credits.
Vertices, normals, texture coords, faces — all walked in-tab via three.js OBJLoader.
BufferGeometry constructed in browser memory. Normals computed where missing. Faces triangulated.
Compact binary STL — what every slicer expects. Or ASCII STL if you need to diff it.
The OBJ stays where it was. The STL is a brand-new file. Nothing modified, nothing logged.
Three-D printing pipelines fragmented into a dozen file formats — STL won the slicer war, OBJ won the modeling-marketplace war, and the two camps still don't talk to each other cleanly. Spinning up a full 3D app just to export is overkill for a five-second job. Morph runs three.js geometry parsers in your tab — fast enough for million-poly meshes, no install, no upload.
Desktop 3D apps require install. Online tools queue. Morph runs three.js parsers in your browser — drag, drop, download.
Both. Binary (default) is compact, every slicer reads it. ASCII is human-readable for debugging.
Materials don't survive — STL has no material concept. Geometry only.
Stripped — STL is geometry-only. If you need textures, see GLTF/glb.
Works. Memory bounded by your RAM, not by an arbitrary cap.
Yes. Everything that runs on your device is free with no cap. AI and server work is paid in credits, about a cent each.