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 help | Esc |
---|---|
Pan / Orbit / Zoom | RMB / LMB / wheel |