SKU: 66834945997

Polymaker Panchroma™ Gradient Matte PLA - [1.75mm]

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Description

Polymaker Panchroma™ Gradient Matte PLA - [1.75mm]Panchroma Gradient Matte PLA geeignet fr Bambu Lab Drucker mit Hilfe eines Spulenadapters, den du hier findest: Spulenadapter Polymaker PLA ist das Anfnger Filament unter allen Filamenten. Es lsst sich besonders einfach und bei niedrigen Temperaturen drucken. Auch ohne viel Erfahrung im Bereich des 3D Druckens, lassen sich Bauteile mit ausgezeichneter Qualitt herstellen. Du hast gerade erst mit dem Hobby "3D Drucken" begonnen? Dann ist dieses Filament

Panchroma™ Gradient Matte PLA


geeignet für Bambu Lab Drucker mit Hilfe eines Spulenadapters, den du hier findest: Spulenadapter Polymaker


PLA ist das Anfänger-Filament unter allen Filamenten. Es lässt sich besonders einfach und bei niedrigen Temperaturen drucken. Auch ohne viel Erfahrung im Bereich des 3D-Druckens, lassen sich Bauteile mit ausgezeichneter Qualität herstellen.
Du hast gerade erst mit dem Hobby "3D Drucken" begonnen? Dann ist dieses Filament die richtige Wahl für Dich.
 

Panchroma™ Matte Gradient ist ein 3D-Druckfilament auf Biokunststoffbasis, das von Grund auf für die nächste PLA-Generation entwickelt wurde und sich durch Benutzerfreundlichkeit, Druckqualität, Geschwindigkeit und Zuverlässigkeit auszeichnet.

Zyklusgewicht für Pastell-Regenbogen: 200 g

Zyklusgewicht für Cappuccino: 160 g

Zyklusgewicht für Saisonfarben: 90 g

Hinweis: Cappuccino riecht NICHT nach Cappuccino.

Früher PolyTerra™ Gradient PLA genannt.

Panchroma™ Gradient Satin bietet einen wunderschönen Regenbogen aus Farben, der Ihren Druck einzigartig macht!

Zyklusgewicht: ~140 g

Panchroma™ Gradient Translucent ist ein Regenbogen aus Farben, der Ihren Druck einzigartig macht!

Zyklusgewicht für Gradient Translucent: ~160 g

Panchroma™ Luminous bietet eine einzigartige Farbe bei Tageslicht und leuchtet im Dunkeln in einer ähnlichen Farbe!

*Benötigt eine gehärtete Düse für regelmäßiges Drucken.

Zyklusgewicht für Gradient Luminous: ca. 160 g.

Früher PolyLite™ Luminous PLA genannt.

Auf welcher Druckoberfläche haftet PLA am besten?
    Die Eigenschaften von PLA   
    • hohe Festigkeit
    • sehr einfach zu drucken
    • hohe Layerhaftung
    • kaum Geruchsentwicklung
    • biologisch abbaubar
     Wie wird PLA am besten gedruckt?
    • Wir haben das PLA auf unseren Druckern mit 200°C mit sehr schönen Ergebnissen drucken können
    • Die Bauteilkühlung haben wir auf 100% ab der dritten Schicht eingestellt
    • Druckbetthaftung: Die besten Ergebnisse erzielst Du mit der PRINPLATE ROUGH / BASIC / PRO oder EXTREME mit folgenden Einstellungen:
    1. Druckbett gelevelt mit einer 0,05mm Einstellfolie
    2. Höhe erster Layer = 0,20mm
    3. Linienbreite erster Layer = 120%
    4. Druckgeschwindigkeit erster Layer = 15mm/s
    5. Druckbetttemperatur = 60°C

    Drucke den ersten Layer lieber etwas zu langsam, als zu schnell. So gibst Du dem Filament mehr Zeit sich in den Poren der Druckplatte "festzukrallen".

    Informationen:

      Lieferumfang:

      • 1x 1.000g Filament auf Spule nach Auswahl

       

      Versandgewicht: 1.500g

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      SKU: 66834945997

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      Thomas J. Shandorf
      Draper, US
      ★★★★★ 5
      Comprehensive, clear and coherent!
      Format: Paperback
      The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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      Reviewed in the United States on July 23, 2019
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      Sarah Sofía Ortiz Campos
      Battle Creek, US
      ★★★★★ 1
      No recomiendo
      Format: Paperback
      Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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      Reviewed in the United States on December 30, 2025
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      Znapp
      West Palm Beach, US
      ★★★★★ 5
      An absolute must for everyone dabbling with Unity 6 Game Development
      Format: Paperback
      Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
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      Reviewed in the United States on January 3, 2026
      C
      Christopher West
      Fort Morgan, US
      ★★★★★ 5
      A Seasoned Developer's Fresh Perspective on Game Development
      Format: Paperback
      Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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      Reviewed in the United States on October 21, 2025
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      Blake Lynch
      Lowell, US
      ★★★★★ 5
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      Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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      Reviewed in the United States on December 16, 2025

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