Helper

Units: mm

Quick guide for all controls. Press Esc to close.

Panel & bodies

Shape

Primitive type: Cube, Cylinder or Sphere.

Grid Width / Length

Panel size. Dynamic limits: if one exceeds 1000, the other caps at 1000; otherwise the max is 2000.

The right-side HUD shows width × length and the total number of parts.

Body Size

Edge/diameter of each part.

Spacing

Distance between part centres minus size (grid pitch).

Height

Part height. The base stays at Z=0.

Quality (mm / edge)

Controls segment density. Lower values ⇒ smoother but more polygons.

Top Subdivisions

Subdivisions on the top face (for Cube), useful for “wavy” cuts without banding. 1–12 (performance cap).

Counts

Count on X/Y is computed automatically from panel size, part size, and spacing.

Camera & viewport

Orbit

Rotate with left mouse button (LMB).

Pan

Move with right mouse button (RMB) / two fingers on trackpad.

Zoom

Mouse wheel / pinch.

Reset Camera

The “Reset view” button takes you back to Top.

Grid & Axes

Visual helpers: Z-up grid and XYZ axes. Axis length is fixed at 100 mm.

Invisible surface (waves / ripple / gerstner / dome)

Enable Surface

Enable “waves” to shape how parts are cut. You can also show a debug mesh (Show surface).

Pick Effect

Choose preset: Waves, Ripple, Gerstner, Dome. Selecting one automatically enables surface mode.

Amplitude & Flatten

Amplitude (mm) sets the relief; Flatten (ampScale, 1→0.1) tames the effect without becoming perfectly flat.

Offsets & Rotation

Offset Y shifts everything up/down. Rotation rotates the wave pattern.

Frequency & Phase

Freq X / Freq Y (cycles / 1000 mm) and Phase X/Y (°) tune the wave cadence.

Clamp & Noise

Optional: Clamp Min/Max sets relative height limits; Noise (off/fbm/perlin) with amp and scale adds micro-variation.

Auto TopZ

The surface window’s peak (TopZ) follows the global Height from the main panel.

Slice (cut to surface)

Apply Slice

When enabled, parts are trimmed from the top to respect surface + clearance height. The base stays at Z=0; we never “inflate” above the part height.

Clearance (mm)

Safety offset from the surface, added to the allowed height.

Mode

Smooth = continuous; Pixel = quantised in steps of Pixel step (mm) for a “stepped” look.

What gets cut?

Only the top face of each body. The internal baselineZ stays at 0; there is also an internal “fullWave” mode.

Export

Export STL

Generates a binary STL file for the current bodies. Suitable for CAM/engraving/printing.

If the result looks faceted, increase Top Subdivisions or decrease Quality (mm/edge).

Limits & performance

Large panels + many subdivisions significantly increase polygon count. Aim for balanced values (e.g., 4–8 top subdivisions on Cube + quality 1–2 mm/edge).

Shortcuts

Close this helpEsc
Pan / Orbit / ZoomRMB / LMB / wheel