Skip to content

Simulator

The simulator is where you find mistakes — before they’re carved into a board you glued up.

The 3D view carves your toolpaths into a virtual copy of the setup’s stock, using a dexel-based material model. That means it isn’t an animation of toolpath lines: it computes the actual remaining material, so undercut lettering walls, ridges a roughing pass left behind, and the exact floor of a pocket all show as they will on the machine.

  • Depth — is the V-carve bottoming out where you expected? Did the relief reach its full range?
  • Tabs — profile tabs render in place, so you can see what’s holding each part before you commit.
  • Coverage — leftover ridges between stepovers or an unreached corner show up as material that shouldn’t be there.
  • The whole job — simulate everything cut so far, in order, on the same stock — the finished board, not one operation at a time.

The simulation and the G-code export come from the same toolpaths and the same stock frame, measured from the same origin corner and Z zero. What passes review here is what the post-processor writes out.