01
Node-based modeling
Boxes, torus knots, arrays, scatters, displacement, materials. Seventy-six node
types on a typed graph that cooks as you edit, with undo for everything. Drive any
number with an expression, or write a few lines that run on every point.
Parametric, always editable
02
Inspection and validation
A PBR viewport with split panes, cameras, shading overrides, softbox area lights,
and a validator that flags degenerate geometry before it reaches your pipeline.
See what the mesh is really doing
03
Review and share
Pin annotations to faces, resolve threads, export turntables and screenshots. One
self-contained .slxy file carries the whole scene.
Feedback that sticks to geometry
04
Animate and publish
A scene clock makes anything driven by time move. Export a web bundle and your
scene runs on any static host, carrying the engine rather than a recording, so it
keeps computing for whoever opens the link.
From your canvas to a URL