Image 1 — What do you check before sending a traced SVG to your cutter?
Image 2 — What do you check before sending a traced SVG to your cutter?
Image 3 — What do you check before sending a traced SVG to your cutter?
Image 4 — What do you check before sending a traced SVG to your cutter?
Image 5 — What do you check before sending a traced SVG to your cutter?
Image 6 — What do you check before sending a traced SVG to your cutter?

What do you check before sending a traced SVG to your cutter?

i'm sick and tired of traced SVGs that looked fine until I opened the paths.
so i tried to fix it

i built a custom vectorizer used for these examples from scratch
(it took 7 months full-time with deep learning technique)

Looking at these screenshots, what would you check before cutting?

I'd rather learn from people doing this every day than keep optimizing for the wrong things
(i've been optimizing for smoother curves, fewer nodes, fewer tiny color fragments and files that are easier to edit. )

if you could share some example image files and let me know the part you hate most when trying to convert png to svg, i'd really love to help you out.

I'm sick and tired of all of conventional vectorizers creating messy nodes
so i started this project to be really helpful for creators

u/tamingunicorn — 7 days ago

Most image-to-vector tools turn artwork into node soup. We've spent 7 months trying to fix that. What still needs work?

i know Reddit has seen a lot of image-to-vector tools lately. most of the ones we tried looked fine until we opened the SVG: hundreds of nodes, random colors and tiny shapes everywhere.

my cofounder and I both worked on image models before quitting our jobs. we’ve spent the last 7 months building this from scratch. the goal is SVGs that feel closer to something a person drew, not a bitmap traced pixel by pixel.

we’re not there for every image yet. but for logos, flat illustrations and AI art, I think the results are already cleaner and easier to edit than most converters we’ve tested. the GIF and screenshots show the actual output, paths and nodes.

the tool is called PerfectVector. you can google it!
vectorizing and checking the preview are free.
a credit is only used if you unlock the download.

for people who actually prepare artworks for POD:

  1. what kinds of images do you usually convert or redraw? If you have an example you own and can share, I'd love to test it.
  2. if a customer sent you an image, how much manual cleanup would this save, and what would you still need to fix?
  3. if you try it, where does the result still fall short for real POD work?
u/tamingunicorn — 8 days ago

Our Reddit post worked. The GPU bill was higher than the revenue it brought

a few weeks ago I posted PerfectVector, the image-to-vector SaaS I'm building on Reddit.
[https://www.reddit.com/r/SideProject/comments/1uqi6ay/i\\\_spent\\\_6\\\_months\\\_training\\\_a\\\_model\\\_to\\\_vectorize\\\_ai/\](https://www.reddit.com/r/SideProject/comments/1uqi6ay/i\_spent\_6\_months\_training\_a\_model\_to\_vectorize\_ai/)
traffic jumped fast that we stopped celebrating and started watching the GPU queue.

a vectorization job normally takes around 10 seconds. during the spike, some took more than 2 minutes. we spent a lot of time working on capacity and queueing, but the GPU bill was already higher than the revenue coming from those users.

the pricing problem was separate, but it made the economics worse. we were giving new accounts 10 download credits plus another free daily credit. people used the product, but for a few weeks nobody new paid for it.

last week we cut the free download allowance to 5 credits. since then we've had a few new subscriptions and pay-as-you-go purchases after weeks of zero.

I don't know yet if the pricing change caused that. existing users still have old credits to burn, and one week is nowhere near enough data.

mostly recording this because it was a strange lesson: the marketing worked, but it made the product slower and the business more expensive to run. getting traffic was only useful after we started fixing the economics and the GPU bottleneck behind it.

reddit.com
u/tamingunicorn — 21 days ago

Our Reddit post worked. The GPU bill was higher than the revenue it brought

a few weeks ago I posted PerfectVector, the image-to-vector SaaS I'm building on Reddit.
https://www.reddit.com/r/SideProject/comments/1uqi6ay/i_spent_6_months_training_a_model_to_vectorize_ai/
traffic jumped fast that we stopped celebrating and started watching the GPU queue.

a vectorization job normally takes around 10 seconds. during the spike, some took more than 2 minutes. we spent a lot of time working on capacity and queueing, but the GPU bill was already higher than the revenue coming from those users.

the pricing problem was separate, but it made the economics worse. we were giving new accounts 10 download credits plus another free daily credit. people used the product, but for a few weeks nobody new paid for it.

last week we cut the free download allowance to 5 credits. since then we've had a few new subscriptions and pay-as-you-go purchases after weeks of zero.

I don't know yet if the pricing change caused that. existing users still have old credits to burn, and one week is nowhere near enough data.

mostly recording this because it was a strange lesson: the marketing worked, but it made the product slower and the business more expensive to run. getting traffic was only useful after we started fixing the economics and the GPU bottleneck behind it.

reddit.com
u/tamingunicorn — 22 days ago
▲ 391 r/svg

spent 6 months training a model so traced SVGs stop being node soup.

full disclosure, this is my tool and i'm proud of it, so mild bragging ahead.

for the past 6 months two of us have been training a model that turns raster images (mostly AI-generated ones) into svgs that don't embarrass you when you open the path data. the target the whole time was node economy: the fewest anchor points that still hold the shape. the same illustration that image trace turns into 522 nodes comes out at 59, and they sit where a human would have put them, corners on corners, long clean curves between.

it also keeps paths closed, colors as separate editable shapes, and skips the raster-embedded-in-an-svg trick entirely, everything is real path data.

you can google our service "Perfect Vector"

besides, we also provide 1) background removal 2) color simplification 3) cropping
So, I hope anyone can create product-ready SVGs by just converting images create by AI (like Midjourney or somthing)

It's actively improving project, any feedbacks welcome.
Hope it helps many fellow makers and designers

u/tamingunicorn — 1 month ago
▲ 622 r/ProductivityGuide+1 crossposts

I spent 6 months training a model to vectorize AI images properly, because every tracer gave me node soup

for the past 6 months, two of us (me and my cofounder, phd and ms backgrounds in ML) have been full time on one narrow problem: turning images, especially AI-generated ones, into clean vector files you can actually edit.

we didn't start by training a model. the first months we tried the sane thing, building on top of existing tracers and cleaning up their output. the ceiling showed up fast. every classic tracer follows pixel boundaries, and AI renders are all soft anti-aliased edges, so a simple owl illustration comes out at 522 anchor points. the same art drawn clean is 59. no amount of post-processing closed that gap without melting the corners, because simplify algorithms can't tell "anti-aliasing wobble" from "the actual design". that call needs a model with an opinion about what the shape is supposed to be. so that's what we spent the time building.

where it landed: png or jpg in, editable svg out, roughly 70% fewer nodes than image trace on our test set, and the paths survive real editing in illustrator, figma or inkscape. it's built for illustrations, logos, stickers, flat-ish art. photos and painterly renders are honestly not the lane, the gradients turn into either banding or shape spam, and we say so on the site.

the video is the pitch: midjourney render in, svg out, me dragging nodes around.

GPU cost is killing us leading to broke but since we want to get feedbacks from folks
anyone can use this for no cost for now.
(you can google "PerfectVector".)

still improving it weekly. the most useful thing you can give us is an image it fails on, those go straight into the next training round. roast away.

Thank you!!

[NOTICE] 8th, Jul.
due to the surge of vectorization requests
the service if suffering from prolonged vectorization

it should be done less than 10 seconds but it takes more than a minute sometimes due to limited GPU resources

I will find solution to it and post later about this

thank you for all of you guys interest on our service.

u/tamingunicorn — 9 days ago

why image trace gives you 500 nodes on a shape that needs 50

if image trace gives you a "vector" with a couple thousand nodes on a shape that should have forty, that's not your settings, it's just what auto-trace does. it follows the boundary between colors in your raster and drops an anchor point along every little wobble. the wobble is anti-aliasing, the band of soft semi-transparent pixels on every edge that makes it look smooth on screen. the tracer reads that fuzz as a jagged line and faithfully traces all of it.

I ran a pretty simple owl illustration through it recently and got 522 nodes where a clean version of the same art is about 59. it's miserable to edit, every node is a handle in your way, and it's worse if the file's going to a cutter since the machine stutters along every micro-segment.

Object > Path > Simplify after tracing helps, just know it's destructive and softens corners. turning the trace settings down before you trace helps too but you lose real detail with the junk. honestly the bigger fix is upstream, a flat hard-edged source traces way cleaner than a soft ai render or a compressed jpg.

reddit.com
u/tamingunicorn — 2 months ago

why illustrator crawls on some files, and how to find what's actually choking it

if illustrator beachballs every time you nudge something, it's almost never that file is "too big", it's usually one of a few specific things choking the render. worth knowing what to look for before you blame your machine.

the most common one is placed raster images, especially high-res ones you embedded instead of linked. illustrator re-renders them on a lot of operations. Window > Document Info > Objects (and Linked Images) shows what's actually in the file. link the heavy stuff, embed only what you need.

second is live effects stacked up, drop shadows, feathers, glows. each one recomputes every time you touch the art. once an effect is final, select it and Object > Expand Appearance so it stops recalculating.

third is a monster path from a trace, tens of thousands of points on one shape. select all, check the point count in Document Info, and Object > Path > Simplify the worst ones.

last, check Effect > Document Raster Effects Settings. if that's at 300ppi on a screen-only file, it'll crawl on its own. drop it while you work.

reddit.com
u/tamingunicorn — 2 months ago

if your traced design cuts double lines, Trace Bitmap outlined it instead of centerlining it

if you trace a line drawing in Trace Bitmap and every line comes out as two cuts on the laser/cricut, it's not your machine. the default trace outlines your shapes, so a single pen stroke becomes a skinny filled rectangle and the machine cuts down both long edges. that's your double line.

the fix is centerline mode. trace bitmap has a centerline option that lays one path down the middle of the stroke instead of tracing both sides. for line art and lettering that's what you actually want. the default Brightness/Colors modes are outline tracers, so they'll always give you the two-edge result on thin strokes.

two other things fake the same symptom: a shape with both a fill and a visible stroke reads as two cuts (kill one of them), and stacked duplicate paths from a marketplace file (ungroup, check the Objects panel, delete the copy).

centerline only helps on line and stroke art, not solid fills, but that's usually where the doubling bites anyway.

reddit.com
u/tamingunicorn — 2 months ago
▲ 4 r/vectorart+1 crossposts

if you've been asking chatgpt to "vectorize this" and getting a png hidden inside an .svg, here's why

people keep asking why chatgpt or gemini can't vectorize their image, and it's not a prompt you're missing, these models just don't trace. a real svg is shapes drawn with math, your png is a grid of pixels, and converting one to the other needs an actual tracing algorithm, not a language model.

so chatgpt usually hands you one of the three things

a new png that looks cleaner but is still pixels, or an .svg with your raster just imbedded inside it, or real svg code that's two thousand unusable nodes. gemini's the confusing one, it can genuinely write svg from a text prompt because svg is just cml, but upload an actual image and it just redraws a rough guess of what it thinks it sees. it's not reading your pixels.

quick way to check a "vector" you got: zoom in (crisp = real, blurry = fake), and try to select one shape on its own. if the whole thing is one locked image, or it's thousands of nodes, nothing actually got traced.

easiest fix is boring, just run the png through a real tracer (illustrator image trace, inkscape trace bitmap) and check it after. ai/ml background here and it still feels weird to me that the model writing perfect code can't trace a clean circle.

reddit.com
u/tamingunicorn — 2 months ago