Chapter 2 — Modeling Modes

DigitalClay3D supports four ways to build a silhouette. Pick the one that matches what you're trying to make; you can switch modes at any time but each mode owns its own state, so don't expect a polygon profile to follow you into Revolution mode.

Mode When to pick it
Revolution Classic vase / bottle / bowl — anything axisymmetric. The fastest path.
Lofting (Single) Cross-sections that change shape as they go up — tapered ovals, twisted square-to-round transitions.
Lofting (Multi-Object) Branching forms — three legs merging into a single trunk, octopus-style multi-foot bases. Experimental.
Intelligent You have a reference photo of a vase and want a parametric model that matches its silhouette.

You set the mode in the Shape tab via the Mode dropdown at the top.


Revolution mode

The default. The model is built by spinning a 2D profile around the Y axis. Edit the profile, the 3D shape follows immediately.

The Shape tab in Revolution mode breaks into two stacked sections — the Object Settings panel at the top (model name, mode dropdown, height & diameter, scale operations, profile shape) and the Revolution Profile + Wall/Floor + Base panels below it:

Panel Screenshot
Object Settings Shape tab — Object Settings
Profile + Wall/Floor + Base Shape tab — Revolution Profile + Wall&Floor + Base

The profile editor is the panel on the left. Each dot is a control point with X (radius fraction, 0..1) and Y (height fraction, 0..1). Drag a dot to reshape; click an empty area on the curve to add one. Right-click to delete.

Pop the editor out to a wider canvas next to the 3D view via the ⤢ Pop out button — useful when fine-tuning the curve while watching the result.

Profile editor docked next to the viewport

Profile control points in 3D — when Show Profile Points is on in the Dimensions overlay, the same control points render as draggable spheres on the 3D model itself, with their Y/X coords as tooltips. Lets you sculpt the profile directly on the 3D view.

Cross-section profile

By default the cross-section is a smooth circle. Switch the Profile Shape to Polygon to give the body a faceted feel (3-side triangle, 6-side hex, 12-side dodecagon, etc.). The Chamfer Radius rounds polygon edges so they don't print as hard lines.

Starter Shapes — silhouette

The Starter Shapes panel sits between Object Settings and the Revolution Profile editor. Each button replaces the current silhouette with a curated outline so you don't have to drag dots from scratch when starting a model.

Group Shapes
Geometric Cylinder, Cone, Sphere, Egg, Hourglass
Vessels Vase, Bottle, Carafe, Pitcher, Amphora, Genie
Open forms Bowl, Goblet, Tumbler
Lighting / architectural Bell, Lantern, Onion Dome
Parameterized Polygon (sides 3-24), Stepped (tiers 2-8)

When a parameterized shape is selected, a single editable field ("sides" / "tiers") appears at the top of the Starter Shapes panel — edit the value and the silhouette rebuilds live, no re-click needed. The active starter button is highlighted while it's the source of the current silhouette; manual drag-edits to the profile don't change the highlight, but loading a different starter will.

A Pick… link in the Starter Shapes header opens a checklist of every shape with previews — curate the panel down to the silhouettes you actually use.

Pick Starter Shapes modal — curated default subset checked


Lofting — Single-Object

Lofting interpolates between user-drawn cross-sections at different heights. Useful when you need the silhouette to vary in shape — not just diameter — as it rises.

The Shape tab in Lofting mode shows three stacked panels — the layer list, the active layer's cross-section editor, and the Lofting Options group below it:

Panel Screenshot
Layer list + add/remove Lofting — layer list
Active layer's cross-section editor Lofting — cross-section editor
Lofting Options (rotate / random) Lofting — options panel

The Layers panel lists every cross-section by height percentage, top of the model first. Click a row to make it the active layer.

When a layer is selected, a yellow ring is drawn around the 3D model at that layer's exact perimeter, so you can see which slice you're editing without counting from the top.

The Cross-Section Editor below shows the active layer's polygon. Pick a symmetry mode at the top:

Mode Behaviour
Half You draw the right half; the left mirrors automatically.
Quarter You draw one quadrant; the other three mirror.
Windmill Four-fold rotational symmetry — a single quadrant rotates 4× around the centre.
Free No mirroring — every point is drawn explicitly.

Below the mode row, the Transform strip operates on the layer's points as an "object":

When the active layer is a parameterized starter (Polygon, Star, Cross, Flower, Gear, etc.), a single editable field for that parameter sits above the canvas — sides, points, arms, petals, teeth, etc. Edit the value and the loaded shape rebuilds live without re-clicking.

Adjacent layers render as faint dashed outlines behind the active curve so successive cross-sections can be aligned visually. The layer-below ghost uses the accent colour; the layer-above ghost uses a muted grey. The ghosts scale by each neighbour's per-layer Scale ratio so a physically wider layer reads as a wider ghost.

Style is Smooth (Catmull-Rom curve through points) or Polygon (straight segments). Pop the editor out for a bigger canvas.

Cross-section editor docked next to the viewport

Starter Shapes — cross-section

Below the Style toolbar, the Starter Shapes grid replaces the active layer's points with a curated outline so you don't have to drag dots from a default circle every time:

Shape Parameter Notes
Circle, Square, Heart, Crescent, Leaf, Lens Fixed geometry.
Polygon sides 3-24 Regular N-gon.
Ellipse aspect 2-8 X:Z ratio.
Squircle roundness 2-12 2 = circle, 4 = rounded square, 12 ≈ chamfered square.
Diamond aspect 1-6 Height:width ratio.
Reuleaux sides 3-7 (odd) Curve of constant width — even values round down to odd.
Star points 4-32 Inner-radius ratio adapts so stars stay readable at any point count.
Cross arms 3-8 N-armed rectangular cross.
Flower petals 3-8 Sharp narrow petals.
Trefoil lobes 3-6 Gothic-window rounded lobes (rounder than Flower).
Gear teeth 6-24 Tooth height scales with tooth count so the silhouette stays uniform at any value.

After clicking a starter, the parameter input above the canvas drives a live rebuild. Manual edits to the points (drag handles, transform buttons) take effect immediately, and the layer's existing per-layer Scale carries through to the loaded shape.

As with Revolution's Starter Shapes panel, a Pick… link in the header opens a checklist for hiding cross-sections you never reach for.

Pick Cross-Section Shapes modal

Lofting Options

The mesh lofts (extrudes + interpolates) between consecutive layers, including per-layer scale so an upper layer with a larger physical diameter widens smoothly toward the top.


Lofting — Multi-Object (experimental)

A different lofting engine that lets you place up to 8 round or square primitives per layer. Adjacent layers' primitives merge automatically: three circles at the base smoothly become one circle at the neck — the classic octopus-base / branched-vase problem solved with a single watertight mesh.

Enabling it: Settings → Experimental → tick Multi-Object Lofting. The Lofting Mode dropdown will then appear at the top of the Shape tab's Lofting panel, alongside the Single-Object option.

Multi-Object plan-view editor with three primitives

The plan-view editor is a top-down 2D canvas:

The mesh is generated using SDF + Marching Tetrahedra: each primitive's signed distance field is rasterized to a 2D grid, layers are linearly blended along Y, and the 3D iso-surface is extracted. The result is watertight and topology-changing, so 3-tubes-into-1-trunk is seamless.

Multi-Object loft 3D result

Surface Smoothness slider — under the Lofting Mode dropdown. At 0 the SDF lerps linearly between layers (visible creases at every layer boundary). Crank it to 0.5–0.7 for a smooth body; 1.0 polishes everything to a near-perfect surface but loses some sharpness on tight curvature.

Textures and surface effects don't apply in Multi-Object mode — the SDF mesh has no axisymmetric vertex layout for those passes to target. The Texture and Effects tabs show a notice when you're in this mode.


Intelligent mode

You drop in a reference image (a photograph or sketch of a vase). The silhouette is auto-traced — the foreground/background separation uses alpha for transparent PNGs and a corner-colour distance threshold for opaque images. The result becomes a Revolution profile you can then edit.

Stage Screenshot
Image picker + sample-count slider Intelligent — image picker
Traced profile + 3D result Intelligent — traced profile

Workflow:

  1. Switch to Intelligent mode.
  2. Click Pick Image and select a PNG / JPEG.
  3. The thumbnail appears in the panel with the trace status (number of points sampled, silhouette aspect ratio).
  4. The model updates to match the traced silhouette. Aspect ratio is honoured automatically — a tall narrow image produces a tall narrow vase.
  5. Optionally tweak the Sample Count to change profile resolution (more samples = more curve fidelity).
  6. Switch back to Revolution mode to fine-tune the profile manually.

Unsupported inputs surface a friendly message: "Couldn't find a silhouette — is the background plain enough?"