SKU: 98518200685

3dmakerpro moose 3d scanner

Sale price$240.30 Regular price$267.00
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Description

3dmakerpro moose 3d scanner3DMakerpro Moose 3D Scanner Precisie en innovatie in 3D scannen De 3DMakerpro Moose 3D Scanner is de perfecte combinatie van gebruiksvriendelijkheid en geavanceerde technologie, ideaal voor zowel beginners als professionals. Met een nauwkeurigheid van 0,03 mm en een resolutie van 0,07 mm biedt de Moose 3D Scanner uitstekende prestaties in diverse toepassingen, of het nu gaat om 3D printen, industrieel ontwerp of kunstprojecten. Technische hoogtepunten

3DMakerpro Moose 3D Scanner – Precisie en innovatie in 3D-scannen

De 3DMakerpro Moose 3D Scanner is de perfecte combinatie van gebruiksvriendelijkheid en geavanceerde technologie, ideaal voor zowel beginners als professionals. Met een nauwkeurigheid van 0,03 mm en een resolutie van 0,07 mm biedt de Moose 3D Scanner uitstekende prestaties in diverse toepassingen, of het nu gaat om 3D-printen, industrieel ontwerp of kunstprojecten.

Technische hoogtepunten van de Moose 3D Scanner

  • Nauwkeurigheid en resolutie: Dankzij geavanceerde Blue-Light-technologie bereikt de Moose 3D Scanner een nauwkeurigheid van 0,03 mm, terwijl de 0,07 mm resolutie de fijnste details van uw modellen vastlegt.
  • Flexibele werkafstand en scanbereik: Met een werkafstand van 150 tot 400 mm en een scanbereik voor objecten van 15 tot 1500 mm is de scanner ideaal voor kleine tot grote projecten.
  • Scandiepte: Legt ook complexe structuren vast met een diepte tot 100 mm, perfect voor verticaal uitgebreide en gedetailleerde modellen.

Toepassingsscenario's

  • 3D-printen: Nauwkeurige scans kunnen direct worden gebruikt voor 3D-printen. Uitvoerformaten zoals OBJ, STL en PLY kunnen worden geïntegreerd in gangbare slicing-applicaties.
  • Industrieel ontwerp en reverse engineering: Ideaal voor ontwerpers en ingenieurs om complexe ontwerpen te digitaliseren, analyseren en optimaliseren. Reverse engineering wordt vereenvoudigd door de hoge nauwkeurigheid van de scanner.
  • Kunst en cultuur: De Moose is ook perfect voor musea en kunstenaars. Artefacten en kunstwerken kunnen gedetailleerd worden gedigitaliseerd om hoogwaardige reproducties of virtuele tentoonstellingen mogelijk te maken.

Gebruiksvriendelijke software-integratie

De 3DMakerpro Moose 3D Scanner wordt geleverd met de gebruiksvriendelijke JMStudio-software, die uitgebreide functies biedt voor puntwolkbewerking, intelligente optimalisatie en fusie van scans. Geen extra markers nodig – de scanner gebruikt AI-tracking voor een nauwkeurige positionering van objecten.

De software ondersteunt acht talen en is compatibel met Windows 10/11 en MacOS 12/13/14 evenals Android en iOS voor mobiele toepassingen.

Prestatieparameters

  • Nauwkeurigheid: 0,03 mm
  • Resolutie: 0,07 mm
  • Beeldsnelheid: 10 fps
  • Volgmodus: AI-visuele tracking
  • Werkafstand: 150-400 mm
  • Enkelvoudig vanggebied: 200x100 mm
  • Oppervlaktebehandeling: Voor transparante, reflecterende of harige gebieden kan een scanspray nodig zijn.

Systeemvereisten

  • Minimale vereisten: Intel Core i5 8e generatie, 16 GB RAM, MX250 GPU met 2 GB VRAM
  • Aanbevolen vereisten: Intel Core i7 8e generatie, 16 GB RAM, NVIDIA 3060 GPU met 4 GB VRAM

Koop nu de Moose 3D Scanner en ervaar de wereld van 3D-scannen opnieuw!

Ervaar de precisie en prestaties van de Moose 3D Scanner. Ideaal voor 3D-printen, industrieel ontwerp en meer. Bestel nu en breng uw projecten naar een hoger niveau!

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SKU: 98518200685

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4.4 ★★★★★
Based on 12 reviews
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Verified Purchase
Tinkerer
Bozeman, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
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Verified Purchase
robert thompson
Boise, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Verified Purchase
Vincent Marias
Boise, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
New York, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
Carnegie, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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