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Mac — Mesh Repair and Drain Holes now work
On Mac, some tools simply did nothing: you pressed the button and nothing happened. They were looking for a few internal pieces that weren't actually there. Those pieces now ship inside Runebrace, so the tools work.
Back in action on Mac:
- Mesh Repair and Batch Repair — the whole clean-up: holes, bad faces, self-intersections, remesh and reduction
- Drain holes and the suction cup fixer
- Mesh alignment, Remove blobs and Analyze Mesh
Windows and Linux were never affected — nothing changes for you here.
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Rewritten — Keyboard shortcuts
The whole shortcut system has been rewritten. Shortcuts were unreliable before: some did nothing, some fired the wrong command, and some stopped working depending on which panel had the focus. That code is gone and the new one should behave consistently everywhere.
This is a full rewrite, so please put it through its paces. If a shortcut still misbehaves, tell me on Discord — feedback is very welcome.
Runebrace is Free — Support the Project
Runebrace is free to use, even professionally. It's developed and maintained by a single person. If you'd like to support the work, any contribution helps fund new features.
Download Runebrace
Choose your platform. Each build is a self-contained archive — extract and run, no installation required.
Changelog
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New — Export a print file
Runebrace can now slice your scene into a print file, not just a supported mesh. You'll find Export SL1S in the Export menu.
The file opens in UVtools, which is where most people already check their prints before sending them to the printer — and UVtools converts it for whichever machine you own. That's a deliberate choice: one format that works everywhere, instead of chasing every new printer that comes out.
Everything in your scene goes into it: model, supports, bracing and raft.
The export window lets you set layer height, exposure and bottom exposure, bottom and fade layers, resin name, image mirroring, and anti-aliasing (2× or 4×) for smoother edges. Plate size and resolution come from the printer you've already selected, so there's nothing to type twice.
- Presets. Save your settings under a name and they come back automatically next time. Make one per printer or per resin and switch with a click. If you load a preset that was saved for a different printer than the one currently selected, Runebrace tells you.
- Speed. An Economy / Standard / High setting decides how much of your processor and memory the export uses. High is much faster on machines with many cores; Economy keeps memory use down on smaller ones. Your choice is remembered.
This is a new feature and hasn't been proven on every printer yet. Always open the file in UVtools and check it before you print. -
Improved — More reliable island detection
The slicing that Runebrace uses to find islands could lose the occasional row of pixels, which meant an island could be split in two or a thin one missed entirely. That's now fixed, so island detection and the supports that follow from it are more dependable.
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Fixed
- Selecting a hole. You had to click almost exactly at the centre of a hole to grab it. Now anywhere on it works, including near the edge and on the wider part of magnet holes.
- Closing without warning. Runebrace now asks before quitting if you have unsaved work. And the "New scene" warning no longer appears when there's nothing to lose — before, it warned every time, even right after saving.
- Fixed a crash where pressing the Menu key could close the program instantly. It was mostly seen on macOS.
- Auto Bracing can now build a short, direct support that runs straight from the model surface to a nearby support, in a single segment. Hold Alt while pressing F1: if a valid trunk sits close by along the surface normal, the preview shows the short link instead of the usual three point branch. It keeps crowded areas much cleaner, and in those spots it saves the work of placing these supports by hand.
- Branches can now attach to supports of the same diameter, not just to thicker trunks. This widens the range of valid attachment points for both automatic and manual branching, and the branch is slightly tapered where it meets the trunk for a clean, solid junction.
- When the Networked raft is selected, a freshly loaded model now shows its footprint on the plate as a Basic raft, so you can judge the space it takes before placing anything. As soon as the first support goes down, the preview gives way to the Networked raft.
- Supports that leave the print volume are now highlighted in red, including the individual portions that stick out, so you can spot and fix them at a glance.
- New About panel, reachable from the toolbar. It shows the current version and build, a Thanks section listing the people who support the project, a Ko-fi and PayPal button to support development, and a link to the website. When a newer version is available the panel tells you, and the About button in the toolbar turns orange as a heads up.
- Dragging the aligned parts of a support is now more precise and stays consistent with the red section overlay, so the part you move follows the highlighted support section shown by the shader instead of drifting from it.
- The Networked raft has been rebuilt from scratch. Its base is now computed as an exact merge of the support footprints and the bridges between them, so it exports as valid, printable geometry at any bridge length, thickness or spacing. Parameter combinations that used to produce a broken raft rejected by 3D Builder now come out clean.
- Reloading a saved project now keeps the hollow cavity exactly as you generated it. Before, reopening a hollowed model could smooth the inside again and close thin drainage channels in slim areas like arms, trapping resin without any warning. The hollow now stays identical and drainable after save and reload.
- Ground supports now space their feet automatically, so columns no longer fall too close together and diagonal bracing forms cleanly without manual adjustments. The new spacing is shown live in the preview while you place them.
- Improved raft generation for both Standard and Networked types, with cleaner geometry and reliable export. Isolated parts of a model now get their own complete raft base.
- Hollowed models with drainage holes are now cleaned up automatically right after the operation, so they come out ready for slicing and validation.
- The Auto button for voxel size now keeps the value within a safe range for a clean shell, and warns you when it is too high.
- The overhang highlight now follows the angle you set, across every view mode, with a slider to adjust it.
- You can now save the current parameters as your default settings. The keyboard shortcuts were reworked for more reliable rebinding.
- The "Supports on Rim" tool now has a boundary mode dropdown: Outer Rim only (default) traces just the outer perimeter, while All boundaries also includes any inner holes in the selection.
- New keyboard shortcuts while in triangle brush mode: Q toggles select mode, A grows the selection, S drops supports on the rim, and D clears the selection. Outside brush mode these keys keep their usual behavior (S stays the smoothing brush, D deselects supports).
- Support spacing now matches the real distance between supports, so x1 packs them tightly and higher values space them out predictably. Thin vertical columns no longer spread out too far.
- Grow Selection no longer climbs onto upward-facing surfaces that don't need supporting. The "Max from down" slider sets how far from straight-down it is allowed to reach.
- The "Save Project" button now turns red whenever the scene has unsaved changes, not just before the first save. It returns to normal once you save. Rotating the camera doesn't count as a change.
- New "Supports on Rim" and "Supports on Area" tools place supports directly from a triangle selection. Paint a region with the triangle brush, then Rim traces every boundary of the selection (outer perimeter and inner holes), while Area fills the interior. Used together they give outline plus fill with no overlapping supports.
- Holding F4 (Place Vertical Support) while clicking Rim or Area now generates straight 2-point vertical columns instead of the standard path. Release F4 for normal supports.
- The angle-based Grow Selection no longer expands onto upward-facing faces, since those are self-supporting and don't need supports. A new "Max from down" slider sets how far from straight-down the growth is allowed to reach.
- A new "Inset Radius x" slider pulls rim supports inward from the selection border, computed per-edge so the points follow the outline instead of bunching toward the center.
- Support spacing now measures against the real footprint of the support: the base diameter for standard supports, the column end diameter for F4 vertical columns. Thin columns now pack at the density you'd expect instead of spreading out too far.
- New Batch Mesh Repair: repair an entire folder of meshes in one pass using a saved Mesh Repair preset. Supports STL, OBJ and 3MF, with an optional recursive folder scan.
- Each result is saved as name_repaired.ext next to the original. Source files are never overwritten, and files already ending in _repaired are skipped automatically.
- Runs in the background with live progress, per-file status and a full batch log (OK / failed / total). Cancel anytime with the Stop button.
- How to use: open Mesh Repair, Batch Repair, pick a preset, optionally toggle "Include subfolders", then click "Select File and Start Batch" and pick any mesh inside the target folder.