# Decoration Techniques

## **1. Engraving & Laser Etching**

Engraving is a subtractive process. Top layer of the product is removed using laser. Used for metal tumblers, wood items, electronics, etc.

* **The Visualization:**&#x20;
  * Your 3D preview relies on simulating depth. It visualizes the material underneath the coating (e.g., exposing stainless steel beneath a matte black finish).
* **The Production Reality:**&#x20;
  * Lasers generally don't see color. They function using a **"Threshold"** system. When you upload a colorful logo, the platform converts it into a binary data set (black vs. white) based on the darkness of the pixels. Darker areas get etched, lighter areas are ignored.
* **Best Practice:**&#x20;
  * Ensure your artwork has high contrast. Remember that the final output on the machine is a raster file determined by the user's selected darkness threshold.

| Rendering Considerations                                                                                                                                            | Production Considerations                                                                                                                                                                          | Key Considerations                                                                                                                                                                                                        |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| <ul><li>Material underneath the text</li><li>Depth of the engraving</li><li><p>Color of the engraving</p><p>fill/metallicness</p></li><li>Zoning/location</li></ul> | <ul><li>Color of the text in the image generated of the print file</li><li>Color of the non-etched area</li><li>Print File layout - how large is the surrounding area around the etching</li></ul> | <ul><li>Output is limited to raster files only</li><li>VU has the ability to translate an image to black through a user interacted threshold scale for the conversion - colored images can be converted for use</li></ul> |

<figure><img src="https://3295576361-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FP4xZUKOSmKW52VquplA7%2Fuploads%2FP6cc4VWBlveyRCTFdLeR%2Fimage.png?alt=media&#x26;token=3c198749-f489-418b-b8b3-3ec5277bb1ec" alt=""><figcaption></figcaption></figure>

#### **A. How Rendering Works:**&#x20;

* We visualize the depth of the etch and the color of the raw material revealed underneath.

#### **B. Factory Output:**

* **File Format:** High-resolution Raster.
* **Logic:** The system translates color images into black (etch) or white (no etch) using a "Threshold Scale." You define the threshold for how dark a pixel must be for the laser to fire.

#### **C. Key Considerations:**

* Colored images are automatically converted to grayscale/binary for production.
* **Zoning:** You must define the exact print area to avoid warping on curved surfaces.

## 2. **Embroidery**

Fabric customization adds texture and dimension that standard print files can’t capture. Used for hats, apparel, and bags.

* **The Visualization:**&#x20;
  * A good customization platform creates a specialized render that mimics the direction and sheen of threads, visualizing flat art as 3D stitches.
* **The Production Reality:**&#x20;
  * This is where digital mockups and machine reality diverge most. While the render uses high-res images, the embroidery machine requires a digitized stitch file (usually a **DST file**). Most platforms output a high-fidelity visual reference map, but brands or factories typically still need to provide the digitized tape file to guide the needle.

| Rendering Considerations                                                                                                                                                                                                                                                                                                                                                                                                       | Production Considerations                                                                         | Key Considerations                                                                                                                                                                                                                                                                       |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| <ul><li>Does the actual stitching need to be visualized or for the render are we just showing flat items</li><li>Sizing/scale of the text/image</li><li>Material of the item the embroidery occurs on</li><li>Hoop type and size if known - helps with the realism of the stitches</li><li>Thread colors</li><li>Zoning/locations</li><li>Fonts if text is offered</li><li>Images need colors defined for the render</li></ul> | <ul><li>Is the DST needed or not</li><li>Thread colors</li><li>Sizing of the embroidery</li></ul> | <ul><li>VU can only provided DSTs and Barudan files</li><li>VU OTB embroidery fonts is a smaller library than standard fonts. New fonts can be provided by a customer, but will need digitization by Veristitch at a cost</li><li>DSTs each are at a cost to customers as well</li></ul> |

<figure><img src="https://3295576361-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FP4xZUKOSmKW52VquplA7%2Fuploads%2FhSIRpgoOXs7IAG9tIwzR%2Fimage.png?alt=media&#x26;token=5fdd4875-86d7-47fa-a2d5-842e9e36f9db" alt=""><figcaption></figcaption></figure>

#### A. **How Rendering Works:**&#x20;

* We utilize realistic texture mapping to simulate the "lift" and sheen of thread.

#### **B. Factory Output:**

* **Visual File:** A reference image showing placement, size, and thread colors.
* **Stitch File:** Note: The platform generates visual assets only. Unless otherwise configured, you or the factory must supply the digitizer file (e.g., .DST) required by the sewing machine.

#### **C. Key Considerations:**

* **Font selection:** Custom fonts not in the standard library will require external digitization.
* **Sizing:** Text scaling should be restricted to prevent "un-stitchable" small text.

## 3. **Digital Printing** (Direct-to-Film (DTF) & Heat Transfer)

Modern "Direct-to-Film" (DTF) technologies print designs onto a carrier sheet which is then vacuum-sealed or heat-pressed onto the product.

* **The Visualization:**&#x20;
  * This allows for vibrant, full-color rendering on complex surfaces, from t-shirts to water bottle wraps.
* **The Production Reality:**&#x20;
  * Unlike screen printing, this handles full-color rasters beautifully. The critical factor here is the **Print File Layout**. The final output file must contain precise cut lines and bleed margins to ensure the film sits exactly where the render promised it would on the product’s geometry.

| Rendering Considerations                                      | Production Consideerations                                    | Key Considerations                                       |
| ------------------------------------------------------------- | ------------------------------------------------------------- | -------------------------------------------------------- |
| <ul><li>Zone location</li><li>Size</li><li>Layering</li></ul> | <ul><li>Print File layout</li><li>Print File format</li></ul> | <ul><li>Output is limited to raster files only</li></ul> |

<figure><img src="https://3295576361-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FP4xZUKOSmKW52VquplA7%2Fuploads%2FBUL0EWkoQP8OKyLZODyC%2Fimage.png?alt=media&#x26;token=51e29626-b7ab-4fe9-82fa-35742ddcc5a5" alt=""><figcaption></figcaption></figure>

#### **A. How Rendering Works:**&#x20;

* Allows for layering images over product contours.

#### **B. Factory Output:**

* **File Format:** High-resolution Raster (PNG/TIFF) containing the Print File Layout.
* **Layout:** Includes margins, bleed lines, and cut lines necessary for the transfer machine.

#### **C. Key Considerations:**

* Since the transfer physically wraps around the object, print layouts must be sized accurately (1:1 scale) to prevent distortion during heat application.

## **4. The Analog Methods: Screen Printing, Pad Stamping & Sublimation**

Not every technique has gone digital. Screen printing and Pad stamping (often used for irregular shapes like golf balls or curved plastics) rely on physical tools.

* **The Translation:**&#x20;
  * Most digital platforms output a composite raster file (a standard image).
* **The Brand’s Responsibility:**&#x20;
  * Because the platform doesn't physically create the mesh screens for each color layer, your manufacturing partner will use the provided print file as a "Master" and separate the colors (CMYK or Spot colors) manually before going to press.

| Rendering Considerations                                                                                                                                            | Productions Considerations                                    | Key Considerations                                                                                                                                                   |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| <ul><li>Zone location/size</li><li>Layering</li><li>List of available</li><li>stamps/stamp shapes to represent in the render</li><li>Colors used for each</li></ul> | <ul><li>Print File layout</li><li>Print File format</li></ul> | <ul><li>Output is limited to raster files only</li><li>Assumed the stamp pre-exists at the factory, VU is informing the factory which stamp should be used</li></ul> |

<figure><img src="https://3295576361-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FP4xZUKOSmKW52VquplA7%2Fuploads%2FXIMAXWIMWnwJPNLrISAl%2Fimage.png?alt=media&#x26;token=01e17be7-7ed6-4658-860d-7c1a3c2a8ee4" alt=""><figcaption></figcaption></figure>

#### **A. How Rendering Works:**&#x20;

* Places static or customizable artwork on specific zones.

#### **B. Factory Output:**

* **File Format:** Raster composite image.
* **Limitations:** The platform provides the master visual. If the factory requires color separation (breaking an image into individual color screens), this is currently a manual factory step based on our output file.

#### **C. Key Considerations:**

* Pad stamping often utilizes a "static stamp" library. Ensure the stamps selected in the customizer match the physical plates available at your factory.

## 5. Build-to-Order

Used for assembling products from multiple components (e.g., a headset with different ear-cup colors or custom shoe sizing).

| Rendering Considerations                                                                                                                                                                                                                                             | Production Considerations                                                                                                                                               | Key Considerations                                                           |
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------- |
| <ul><li>Parts that can be selected and clear visuals on what defines a given part on the overall product</li><li>Colors and finishes used on a given part</li><li>Static logos/branding</li><li>Sizing offered if selectable and represented in the render</li></ul> | <ul><li>Factory facing naming for any parts/selections in the customizer</li><li>Visual of the assembled item/perspectives</li><li>Links to artwork if needed</li></ul> | <ul><li>Best practice for sizing is to use a single mid-size model</li></ul> |

<figure><img src="https://3295576361-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FP4xZUKOSmKW52VquplA7%2Fuploads%2Fu3ONtKWNBxlYrgJK1ETg%2Fimage.png?alt=media&#x26;token=86ec904f-a326-4aca-9491-f97c628d33e6" alt=""><figcaption></figcaption></figure>

#### **A.How Rendering Works:**&#x20;

* Swaps 3D models or textures based on selection logic.

#### **B. Factory Output:**

* **Bill of Materials (BOM):** Instead of a print file, the output is a data list containing the SKU/Part Number for every selected component.

#### **C. Key Considerations:**

* Ensure all component names in the configurator map directly to factory-facing SKUs to prevent assembly errors.
