Rest machining
At a glance
- Rough big, finish small—a smaller tool machines only the material the earlier tool couldn't reach
- Turn on Rest machining in a 2D Dynamic op and pick an earlier op as the source; no re-cutting air
- The viewport highlights the leftover material the pass will remove before you cut it
- A minimum rest width filter skips slivers too thin to matter; chain rest ops as deep as you like
Rest machining is how you rough with a big tool and finish the corners with a small one, without re-cutting everything in between. After a 2D Dynamic op runs, JetCad3 remembers exactly what material it couldn't reach — the tight corners and narrow slots a large cutter had to leave behind.
Clean up only the leftovers
Add another 2D Dynamic op, turn on Rest machining, and pick the earlier op as the source. The smaller tool then machines only those leftovers — no re-cutting air, no guessing where the big tool stopped. It's the difference between a fast finishing pass and dragging a small cutter over the whole pocket again.
See it before you cut it
While the rest op is open, the viewport highlights the source's leftover material — exactly what the pass will remove. A minimum rest width filter skips slivers too thin to matter; it defaults to 5% of the tool and follows your tool choice until you set it yourself.
Chains as deep as you like
A rest op can itself be the source for an even smaller tool — rough, semi-finish, finish. Edit or regenerate any op in the chain and everything downstream marks itself dirty and rebuilds in the right order, sources always running first. See Backplot & auto-generate for how the generation lifecycle keeps a chain in sync.