The Smell of Molten Projects in the Morning

Ed Nisley's Blog: Shop notes, electronics, firmware, machinery, 3D printing, laser cuttery, and curiosities. Contents: 100% human thinking, 0% AI slop.

Tag: Art-ish

They might be Art

  • Smashed Glass: 3D Printed Coaster

    Smashed Glass: 3D Printed Coaster

    Having recently had to move the flat box of shattered glass to get something from behind it, I figured I could apply new techniques to old material :

    Smashed glass printed coaster - oblique view
    Smashed glass printed coaster – oblique view

    This is something of a test case to restart the whole process, so it has a few bloopers. This post covers the results, with more detail on the process to follow.

    Arrange some good-looking shattered glass fragments within the 4 inch circle on the fixture:

    Smashed glass printed coaster - fragment test fit
    Smashed glass printed coaster – fragment test fit

    Scan it, trace the outlines into paths using GIMP, label the paths in Inkscape, import into LightBurn to laser-cut the chipboard disk in that picture to verify enough clearance around the fragments, import into OpenSCAD, and produce a solid model for PrusaSlicer:

    Printed Coaster Layout - slicer
    Printed Coaster Layout – slicer

    While it’s printing, laser-cut green metallized paper to serve as a reflecting layer below the glass, then affix the paper to the bottom of the recesses:

    Smashed glass printed coaster - metallized paper assembly
    Smashed glass printed coaster – metallized paper assembly

    During that process I discovered one of the fragment recesses didn’t make it from the Inkscape SVG file to the OpenSCAD model:

    Smashed glass printed coaster - missing fragment
    Smashed glass printed coaster – missing fragment

    Like I said: bloopers. That fragment now has its place in the OpenSCAD code and the slicer preview above, not that I have matching fragments to build another one.

    Put all but one fragment in their places, pour clear epoxy over everything, pop bubbles for a while, then let it cure overnight:

    Smashed glass printed coaster - front view
    Smashed glass printed coaster – front view

    Stick a PSA cork disk on the bottom and it’s ready for service.

    I’ve seen worse … :grin:

  • Layered Paper: Tapered Blocks

    Layered Paper: Tapered Blocks

    Just to see what it’d look like, I tweaked the SVG generator to reduce the size of the square blocks on successive layers:

            MatrixEls.append(
                svg.Rect(
                    x=as_mm(SheetCenter[X] - MatrixOA[X]/2 + x + ThisLayer*args.inset),
                    y=as_mm(SheetCenter[Y] - MatrixOA[Y]/2 + y + ThisLayer*args.inset),
                    width=as_mm(CellSize[X] - 2*ThisLayer*args.inset),
                    height=as_mm(CellSize[Y] - 2*ThisLayer*args.inset),
                    stroke=s,
                    stroke_width=DefStroke,
                    fill="none",
                )
            )
    
    

    Which looks OK-ish, although not significantly different from the straight-hole versions:

    Layered Paper - tapered blocks
    Layered Paper – tapered blocks

    The taper shows off the layer colors along the sides of the holes:

    Layered Paper - tapered blocks - oblique detail
    Layered Paper – tapered blocks – oblique detail

    Unfortunately, it also makes the corner blemishes painfully obvious:

    Layered Paper - tapered blocks - detail
    Layered Paper – tapered blocks – detail

    My first attempt didn’t skootch the squares over by the size of the inset, thus neatly aligning the upper left corners and giving the bottom right corners twice the inset:

    Layered Paper - tapered blocks - fixed origin - detail
    Layered Paper – tapered blocks – fixed origin – detail

    Which made those gnarly corners painfully obvious.

    I tried stacking the sheets with their bottom side upward, hoping to disguise the edge charring, but to no avail.

    The inset code remains in place with a default of zero:

    parser.add_argument('--inset', type=float, default=0.0)
    
    

    Sometimes the simplest choice is the right one.

  • Layered Paper: Going Big

    Layered Paper: Going Big

    Change the physical sizes in the SVG layered paper generator to match 24×18 inch construction paper:

    PageSize = (round(24*INCH,3), round(18*INCH,3))
    
    SheetCenter = (PageSize[X]/2,PageSize[Y]/2)
    
    SheetSize = (610,450)           # overall sheet
    
    AlignOC = (600,440)             # alignment pins in corners
    AlignOD = 5.0                    #  … pin diameter
    
    MatrixOA = (590,430)            # outer limit of cell matrix
    
    
    

    Tweak the defaults for 59×43 squares:

    parser = ArgumentParser()
    parser.add_argument('--layernum', type=int, default=0)
    parser.add_argument('--colors', type=int, default=8)
    parser.add_argument('--seed', type=int, default=1)
    parser.add_argument('--width', type=int, default=59)
    parser.add_argument('--height', type=int, default=43)
    args = parser.parse_args()
    
    

    Run the program ten times to generate ten SVG images:

    for i in {00..09} ; do python Layers\ -\ 24x18.py --layernum=$i --colors=9 > Test_$i.svg ; done
    

    The LightBurn layout dwarfs the machine platform:

    Layered Paper - circular colors - 24x18in - LightBurn layout
    Layered Paper – circular colors – 24x18in – LightBurn layout

    Fire The Laser ten times and you get a wall hanging:

    Layered Paper - 24x18 - trial alignment
    Layered Paper – 24×18 – trial alignment

    That’s a trial alignment atop a cardboard box on the Basement Shop floor, because gluing those 24×18 inch sheets of paper requires time on the Sewing Table, which is currently occupied by a much higher priority project. The brown innermost circle in the design is entirely separate from the brown Amazon cardboard box underneath everything.

    Fairly obviously, you’d want something other than brown at the focal point of that design, but following the EIA color code gives me some confidence the result matches the intention. Feel free to tart it up with your own colors.

    I laid a 29×23 inch sheet of sketch paper on the honeycomb, distributed neodymium bar magnets around the perimeter, and cut a 24×18 rectangle out of the middle:

    Layered Paper - 24x18 - brown squares
    Layered Paper – 24×18 – brown squares

    Those squares are the cutouts from the brown sheet, minus what you see in the lead picture.

    The black rectangle on the left of the LightBurn layout above is the 24×18 inch cut for the fixture. Centering that rectangle on the LightBurn layout (click-select, Ctrl-D to duplicate, then hit P to move it to the center) means aligning each of the ten patterns requires nothing more than the same click-select / dupe / P, with no delicate fiddling.

    Then just lay each colored sheet into the hole and it’s properly aligned. Because the machine homes to the same physical location every time it’s turned on and the fixture is mmm fixed to the platform, cutting all ten sheets over the course of two days proceeded smoothly.

    Cutting 2537 holes in the black mask takes a little under an hour:

    Layered Paper - 24x18 - cutting black
    Layered Paper – 24×18 – cutting black

    The other sheets have fewer holes and go progressively faster:

    Layered Paper - 24x18 - cutting yellow
    Layered Paper – 24×18 – cutting yellow

    The white sheet on the bottom has four alignment holes and four layer ID holes, so the cuts take a few seconds.

    That was easy …

  • Layered Paper: SVG Generator

    Layered Paper: SVG Generator

    Changing the formula generating the matrix values and cleaning up some infelicitous code choices produces a much more pleasing result:

    Layered paper - circular rainbow
    Layered paper – circular rainbow

    The random squares still look OK, though:

    Layered Paper - SVG generator results
    Layered Paper – SVG generator results

    Thresholding the distance from a randomly chosen point creates circular rainbows:

    CenterPoint = (choice(range(args.width)),choice(range(args.height)))
    
    CellMatrix = [[math.hypot(x - CenterPoint[X],y - CenterPoint[Y])
                    for y in range(args.height)]
                    for x in range(args.width)]
    
    dmax = max(list(chain.from_iterable(CellMatrix)))
    
    LayerThreshold = (ThisLayer/Layers)*dmax
    

    The Python program generates one SVG image file representing a single layer, as determined by the Bash one-liner invoking it:

    for i in {00..16} ; do python Layers\ -\ 200mm.py > Test_$i.svg ; done
    

    In real life you’d also use a different random seed for each set of layers, but that’s just another command line optIon.

    Import those 17 SVG images into LightBurn, arrange neatly, snap each one to the middle of the workspace grid (and thus the aligned template), then Fire The Laser:

    Layered Blocks - circular colors - 200mm 16x16 - LightBurn layout
    Layered Blocks – circular colors – 200mm 16×16 – LightBurn layout

    Feeding paper into the laser in rainbow (actually, heavily augmented / infilled EIA color code) order, plus the black mask, produces the aforementioned pleasing result:

    Layered Paper - rainbow oblique view
    Layered Paper – rainbow oblique view

    Glue the sheets in the assembly fixture:

    Layered Paper - gluing fixture side view
    Layered Paper – gluing fixture side view

    The white layer is uncut, other than the four alignment holes (with a rivnut poking up) and its binary layer number (16, backwards because upside-down), and appears in only the farthest corners of the rainbow.

    Protip: doing the stack upside-down means you smear glue stick on the hidden side of each sheet. If you avoid slobbering glue into the cut square holes, nothing can go wrong.

    Making these things produces the happiest chip tray ever:

    Layered Paper - rainbow chip tray
    Layered Paper – rainbow chip tray

    I swept half a dozen pictures worth of squares into a small box and gave it away to someone with a larger small-child cross-section than mine, whereupon a slight finger fumble turned the contents into a glitter bomb. Sorry ’bout that.

    The Python source code as a GitHub Gist:

    # Generator for rainbow block layered paper
    # Ed Nisley – KE4ZNU
    # 2025-08-03 cargo-culted from svg library examples
    import svg
    import math
    from argparse import ArgumentParser
    from random import randint, choice, seed
    from itertools import chain
    from pprint import pprint
    INCH = 25.4
    X = 0
    Y = 1
    def as_mm(number):
    return repr(number) + "mm"
    parser = ArgumentParser()
    parser.add_argument('–layernum', type=int, default=0)
    parser.add_argument('–colors', type=int, default=16)
    parser.add_argument('–seed', type=int, default=1)
    parser.add_argument('–width', type=int, default=16)
    parser.add_argument('–height', type=int, default=16)
    parser.add_argument('–debug', default=False)
    args = parser.parse_args()
    PageSize = (round(8.5*INCH,3), round(11.0*INCH,3))
    SheetCenter = (PageSize[X]/2,PageSize[X]/2) # symmetric on Y!
    SheetSize = (200,200) # overall sheet
    AlignOC = (180,180) # alignment pins in corners
    AlignOD = 5.0 # … pin diameter
    MatrixOA = (170,170) # outer limit of cell matrix
    CellCut = "black" # C00 Black
    SheetCut = "red" # C02 Red
    HeavyCut = "rgb(255,128,0)" # C05 Orange black mask paper is harder
    HeavyCellCut = "rgb(0,0,160)" # C09 Dark Blue ditto
    Tooling = "rgb(12,150,217)" # T2 Tool
    DefStroke = "0.2mm"
    DefFill = "none"
    ThisLayer = args.layernum # determines which cells get cut
    Layers = args.colors # black mask = 0, color n = not perforated
    SashWidth = 1.5 # between adjacent cells
    CellSize = ((MatrixOA[X] – (args.width – 1)*SashWidth)/args.width,
    (MatrixOA[Y] – (args.height – 1)*SashWidth)/args.height)
    CellOC = (CellSize[X] + SashWidth,CellSize[Y] + SashWidth)
    if args.seed:
    seed(args.seed)
    #— accumulate tooling layout
    ToolEls = []
    # mark center of sheet for drag-n-drop location
    ToolEls.append(
    svg.Circle(
    cx=SheetCenter[X],
    cy=SheetCenter[Y],
    r="2mm",
    stroke=Tooling,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    # mark page perimeter for alignment check
    if False:
    ToolEls.append(
    svg.Rect(
    x=0,
    y=0,
    width=as_mm(PageSize[X]),
    height=as_mm(PageSize[Y]),
    stroke=Tooling,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    # center huge box on matrix center
    if False:
    ToolEls.append(
    svg.Rect(
    x=as_mm(SheetCenter[X] – 2*SheetSize[X]/2),
    y=as_mm(SheetCenter[Y] – 2*SheetSize[Y]/2),
    width=as_mm(2*SheetSize[X]),
    height=as_mm(2*SheetSize[Y]),
    stroke=Tooling,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    #— accumulate sheet cuts
    SheetEls = []
    # cut perimeter
    SheetEls.append(
    svg.Rect(
    x=as_mm(SheetCenter[X] – SheetSize[X]/2),
    y=as_mm(SheetCenter[Y] – SheetSize[Y]/2),
    width=as_mm(SheetSize[X]),
    height=as_mm(SheetSize[Y]),
    stroke=SheetCut if ThisLayer > 0 else HeavyCut,
    stroke_width=DefStroke,
    fill="none",
    ),
    )
    # cut layer ID holes except on mask layer
    if ThisLayer > 0:
    c = ((1,1))
    h = f'{ThisLayer:0{Layers.bit_length()}b}'
    for i in range(Layers.bit_length()):
    SheetEls.append(
    svg.Circle(
    cx=as_mm(SheetCenter[X] + c[X]*AlignOC[X]/2 – (i + 2)*AlignOD),
    cy=as_mm(SheetCenter[Y] + c[Y]*AlignOC[Y]/2),
    r=AlignOD/4 if h[-(i + 1)] == '1' else AlignOD/8,
    stroke=SheetCut,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    # cut alignment pin holes except on mask layer
    if ThisLayer > 0:
    for c in ((1,1),(-1,1),(-1,-1),(1,-1)):
    SheetEls.append(
    svg.Circle(
    cx=as_mm(SheetCenter[X] + c[X]*AlignOC[X]/2),
    cy=as_mm(SheetCenter[Y] + c[Y]*AlignOC[Y]/2),
    r=as_mm(AlignOD/2),
    stroke=SheetCut,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    #— calculate matrix contents
    CenterPoint = (choice(range(args.width)),choice(range(args.height)))
    CellMatrix = [[math.hypot(x – CenterPoint[X],y – CenterPoint[Y])
    for y in range(args.height)]
    for x in range(args.width)]
    dmax = max(list(chain.from_iterable(CellMatrix)))
    if args.debug:
    print(CenterPoint)
    print(dmax)
    pprint(CellMatrix)
    print()
    #— accumulate matrix cuts
    LayerThreshold = (ThisLayer/Layers)*dmax
    if args.debug:
    print(LayerThreshold)
    MatrixEls = []
    for i in range(args.width):
    x =i*CellOC[X]
    for j in range(args.height):
    y = j*CellOC[Y]
    if args.debug:
    print(i)
    print(j)
    print(CellMatrix[i][j])
    if ThisLayer == 0: # black mask
    s = HeavyCellCut
    elif LayerThreshold < CellMatrix[i][j]: # rest of sheets above color layer
    s = CellCut
    else:
    s = Tooling # at or below color layer
    MatrixEls.append(
    svg.Rect(
    x=as_mm(SheetCenter[X] – MatrixOA[X]/2 + x),
    y=as_mm(SheetCenter[Y] – MatrixOA[Y]/2 + y),
    width=as_mm(CellSize[X]),
    height=as_mm(CellSize[Y]),
    stroke=s,
    stroke_width=DefStroke,
    fill="none",
    )
    )
    #— assemble and blurt out the SVG file
    if not args.debug:
    canvas = svg.SVG(
    width=as_mm(PageSize[X]),
    height=as_mm(PageSize[Y]),
    elements=[
    ToolEls,
    SheetEls,
    MatrixEls
    ],
    )
    print(canvas)
  • Layered Paper: Random Block Generator MVP

    Layered Paper: Random Block Generator MVP

    This definitely isn’t ready for prime time, but it’s already much better than the manual process and a few notes are in order.

    The general idea is to have a Python program generate a set of SVG images, each one describing a single layer of paper in the stack:

    Layered Paper - Random Blocks - MVP - single layer
    Layered Paper – Random Blocks – MVP – single layer

    As expected, there’s a Python SVG library handling the details of creating SVG images.

    Define a bunch of “constants” with all the physical measurements and suchlike:

    PageSize = (round(8.5*INCH,3), round(11.0*INCH,3))
    
    SheetCenter = (PageSize[X]/2,PageSize[X]/2)     # symmetric on Y!
    
    SheetSize = (200,200)           # overall sheet
    
    AlignOC = (180,180)             # alignment pins in corners
    AlignOD = 5.0                    #  … pin diameter
    
    MatrixOA = (170,170)            # outer limit of cell matrix
    
    CellCut = "black"               # C00 Black
    SheetCut = "red"                # C02 Red
    HeavyCut = "rgb(255,128,0)"     # C05 Orange        black mask paper is harder
    HeavyCellCut = "rgb(0,0,160)"   # C09 Dark Blue     ditto
    Tooling = "rgb(12,150,217)"     # T2  Tool
    
    DefStroke = "0.2mm"
    DefFill = "none"
    

    Then marking the middle of the layout with that little circle looks like this:

    ToolEls = []                    # accumulates tooling layout
    # mark center of sheet for drag-n-drop location
    ToolEls.append(
        svg.Circle(
            cx=SheetCenter[X],
            cy=SheetCenter[Y],
            r="2mm",
            stroke=Tooling,
            stroke_width=DefStroke,
            fill="none",
        )
    )
    

    Cutting the perimeter and four alignment holes:

    SheetEls = []                   # accumulates sheet cuts
    # cut perimeter
    SheetEls.append(
        svg.Rect(
            x=as_mm(SheetCenter[X] - SheetSize[X]/2),
            y=as_mm(SheetCenter[Y] - SheetSize[Y]/2),
            width=as_mm(SheetSize[X]),
            height=as_mm(SheetSize[Y]),
            stroke=SheetCut if ThisLayer > 0 else HeavyCut,
            stroke_width=DefStroke,
            fill="none",
        ),
    )
    # cut alignment pin holes except on mask layer
    if ThisLayer > 0:
        for c in ((1,1),(-1,1),(-1,-1),(1,-1)):
            SheetEls.append(
                svg.Circle(
                    cx=as_mm(SheetCenter[X] + c[X]*AlignOC[X]/2),
                    cy=as_mm(SheetCenter[Y] + c[Y]*AlignOC[Y]/2),
                    r=as_mm(AlignOD/2),
                    stroke=SheetCut,
                    stroke_width=DefStroke,
                    fill="none",
                )
            )
    

    Burning the layer ID in binary:

    # cut layer ID holes except on mask layer
    if ThisLayer > 0:
        c = ((1,1))
        h = f'{ThisLayer:0{Layers.bit_length()}b}'
        for i in range(Layers.bit_length()):
            SheetEls.append(
                svg.Circle(
                    cx=as_mm(SheetCenter[X] + c[X]*AlignOC[X]/2 - (i + 2)*AlignOD),
                    cy=as_mm(SheetCenter[Y] + c[Y]*AlignOC[Y]/2),
                    r=AlignOD/4 if h[-(i + 1)] == '1' else AlignOD/8,
                    stroke=SheetCut,
                    stroke_width=DefStroke,
                    fill="none",
                 )
            )
    

    Filling the matrix of blocks with random numbers turned out to be a one-liner:

    CellMatrix = [[randint(1,args.colors) for _ in range(args.height)] for _ in range(args.width)]
    
    

    That matrix is a constant for all the layers, which is why you must feed the program the same random number seed to generate the layers.

    Given the layer number and that matrix, deciding what to do for each hole is a walk through the cells:

    MatrixEls = []                  # accumulates matrix cuts
    for i in range(args.width):
        x =i*CellOC[X]
        for j in range(args.height):
            y = j*CellOC[Y]
    
            if ThisLayer == 0:                          # black mask
                s = HeavyCellCut
            elif ThisLayer < CellMatrix[i][j]:          # rest of sheets above color layer
                s = CellCut
            else:
                s = Tooling                             # at or below color layer
    
            MatrixEls.append(
                svg.Rect(
                    x=as_mm(SheetCenter[X] - MatrixOA[X]/2 + x),
                    y=as_mm(SheetCenter[Y] - MatrixOA[Y]/2 + y),
                    width=as_mm(CellSize[X]),
                    height=as_mm(CellSize[Y]),
                    stroke=s,
                    stroke_width=DefStroke,
                    fill="none",
                )
            )
    

    After accumulating all the other elements in similar lists, this creates and emits the entire SVG file to stdout:

    canvas = svg.SVG(
        width=as_mm(PageSize[X]),
        height=as_mm(PageSize[Y]),
        elements=[
            ToolEls,
            SheetEls,
            MatrixEls
        ],
    )
    
    print(canvas)
    

    The whole program has a bit more going on, but those are the high points.

    Invoke the program with a Bash one-liner:

    for i in {00..08} ; do python Layers.py --layernum=$i > Test_$i.svg ; done
    

    That produces nine SVG image files that you import into LightBurn and arrange in a tidy array:

    Layered Paper - Random Blocks - MVP - LightBurn import
    Layered Paper – Random Blocks – MVP – LightBurn import

    I discovered that holding down the Shift key while importing the SVG files stacks them at the workspace origin (the upper-right corner for my machine) in the order of the file names, so clicking on the stack selects successive layers in the right order; just drop each one wherever you need it, then tidy the lineup.

    The Python program sets the vector stroke colors using LightBurn palette values, so that LightBurn automagically assigns them to the appropriate layers. It turns out the black paper I used for the mask requires different speed / power values than the other colored paper.

    I put the alignment features on a different layer than the matrix holes to make them more visible, even though they have the same speed / power values.

    Align the template so the middle of the layer pattern is in the middle of the grid, then use LightBurn’s Print and Cut to align the template with the fixture on the laser platform:

    Layered Paper - Random Blocks - MVP - template
    Layered Paper – Random Blocks – MVP – template

    Then the process requires just a few clicks per layer:

    • Drop a sheet of paper into the fixture
    • Click to select a layer layout
    • Ctrl-D to duplicate it
    • P to snap it to the middle of the grid
    • Alt-S to Fire The Laser
    • Del to delete that layer (which is why it’s a duplicate!)
    • Iterate until done!

    Which looks pretty much like you’d expect:

    Layered Paper - Random Blocks - cutting
    Layered Paper – Random Blocks – cutting

    Take the stack of paper to the workbench, use an Xacto knife to cut the tabs holding the square into the Letter page, apply glue stick, stack in the fixture, and iterate to create a solid sheet with lots of holes:

    Layered Paper - Random Blocks - MVP
    Layered Paper – Random Blocks – MVP

    More refinement is in order, but that’s the overview …

  • Bicycle Mobile Rebuild

    Bicycle Mobile Rebuild

    A long-lost repair finally made it to the top of the list:

    Bicycle Mobile - bottom view
    Bicycle Mobile – bottom view

    The original string had long since rotted out, but everything else was in a plastic bag just waiting for this occasion.

    The colorful cylinders are stacks of laser-cut 6 mm disks with a 2 mm hole, held to the wire & string with a tiny dot of high-viscosity cyanoacrylate glue at each end:

    Bicycle Mobile - detail
    Bicycle Mobile – detail

    The disks came from acrylic leftovers:

    Bicycle Mobile - laser-cut acrylic
    Bicycle Mobile – laser-cut acrylic

    The motion you can’t see makes the shiny bikes much more visible out there:

    Bicycle Mobile - side view
    Bicycle Mobile – side view

    The string came from dismantled badge reels providing spiral springs for the auto-retracting spools in the PolyDryer boxes.

    The weight ball had a 2 mm hole filled by a wood plug which I cleaned out piecemeal with a 1.5 mm drill bit in a pin vise; a short length of wood skewer holds the new string in place.

    Because the upper arms support more weight, their disk stacks need fewer disks for the same leverage. The original mobile had (at most) four 6 mm chromed plastic balls at each level, so I started with eight 3 mm disks, adjusted the stack length as needed, glued them in place, then removed the surplus disks by crushing them with a Vise-Grip.

    I should rip off the design (“© otagiri 1979”) to build another with recumbent bikes.

  • Layered Paper: LightBurn Random Block Layout

    Layered Paper: LightBurn Random Block Layout

    The Inkscape file contains the overall 16×16 layout of random squares, with the color of each square indicating which of 16 (Inkscape) layers it belongs to:

    Random Blocks - 16x16 159mm - Inkscape layout
    Random Blocks – 16×16 159mm – Inkscape layout

    The next step involves creating a corresponding set of LightBurn layouts to burn those holes out of colored paper sheets to produce layered paper art:

    Random Blocks - framed
    Random Blocks – framed

    I know it’s art, because that’s what I was thinking when I made it.

    Setting up the LightBurn layouts requires enough manual effort to make the whole thing impractical except as a testcase to see how it all worked out. An overview of the LightBurn workspace:

    Random Blocks - 16x16 - LightBurn layout overview
    Random Blocks – 16×16 – LightBurn layout overview

    The little bitty grid in the upper left quadrant represents the 700×500 platform of my laser and each of the blue squares is 159 mm on a side. I tend to not delete the intermediate steps, because they serve as some sort of documentation the next time I wonder how I did that thing.

    So, we begin.

    Import the Inkscape SVG file:

    Random Blocks - 16x16 - LightBurn SVG import
    Random Blocks – 16×16 – LightBurn SVG import

    The blue outer square and the blue text identifying it are on LightBurn’s T2 tool layer, with the black squares on the C00 layer. All of that happens automagically, because I used colors from the LightBurn palette in Inkscape.

    The lonely square in the upper right is the template from which the other 256 squares were cloned, but it has no further purpose in life.

    The 16×16 grid consists of sixteen overlaid groups, which need sorting out for ease of access, so drag each one off into a more useful arrangement:

    Random Blocks - 16x16 - LightBurn sheet separation
    Random Blocks – 16×16 – LightBurn sheet separation

    Note that each of the 256 possible positions has a square in only one of those groups.

    Each of the 16 groups corresponds to a sheet of paper, with the squares indicating holes exposing the sheet below it. The color of each square, as seen from the top of the stack, comes from the first sheet in the stack without a hole. Perforce, every sheet above the one without a hole must have a hole, which means you must merge all those sheets.

    Line up (duplicates of) those 16 groups in the vertical line forming the left column in this arrangement:

    Random Blocks - 16x16 - LightBurn array duplication
    Random Blocks – 16×16 – LightBurn array duplication

    The top group is the layer I named H000 in Inkscape, with the others in order down to H337 on the bottom. You can see why labeling them is pretty much required.

    I should have equalized the vertical spaces between the groups in the left column, but it doesn’t really matter.

    The rest of the triangle comes from duplicating each group using LightBurn’s Grid Array tool with a convenient space between each copy. Make 15 copies of the top group for a total of 16 H000 and no copies of the bottom H337.

    Now the magic happens:

    • Select and duplicate the entire triangle
    • Drag the duplicate off to the side
    • Hit the LightBurn Align Horizontal Centers tool to stack each column into one tidy layout
    • Hit Delete Duplicates to get rid of all the overlaid outer squares
    • If you’re fussy, Duplicate the line of blocks and move it up
    • Group each block individually to keep all the little squares together with the outline

    Thusly:

    Random Blocks - 16x16 - LightBurn combined layers
    Random Blocks – 16×16 – LightBurn combined layers

    Combine each of those blocks with the sheet cutting template, tweak the binary sheet identification holes, and group the result:

    Random Blocks - 16x16 - LightBurn cutting layouts
    Random Blocks – 16×16 – LightBurn cutting layouts

    The leftmost block has All The Holes, the next one is missing a few, and so on across the line:

    Random Blocks - 16x16 - LightBurn cutting layouts - detail
    Random Blocks – 16×16 – LightBurn cutting layouts – detail

    So the leftmost block corresponds to the black mask atop all the layers. Because it doesn’t have alignment holes in the corners or a binary sheet number, you get to align it by eyeball after gluing up the rest of the stack.

    The rightmost block has no cutout squares at all and goes on the bottom of the stack. It also lacks a sheet number, but it’s easy to identify.

    Set the LightBurn speed / power values for the layers to cut your stock of colored art paper.

    Position the Letter Page Holder template to put the center of the sheet cutout at the center of the platform:

    Random Blocks - 16x16 - LightBurn fixture template
    Random Blocks – 16×16 – LightBurn fixture template

    Drop the fixture on the platform, use magnets to hold it down, then do a Print and Cut alignment on the corner targets so the template matches the fixture.

    Then:

    • Click to select one of the blocks
    • Hit Ctrl-D to duplicate it
    • Hit P to slam it to the middle of the template
    • Hit Alt-S to Fire The Laser
    • Hit Del to delete the block
    • Iterate until done

    I used a stack of paper in rainbow order roughly corresponding to the Inkscape layer colors, but you could stack them backwards or even use random colors and nobody would ever know:

    Random Blocks - framed detail
    Random Blocks – framed detail

    I kinda like it, but wow that took a lot of prep work …