Chapter 3 — Shape Tools

The Shape tab has more than just the modelling-mode picker. This chapter covers the auxiliary tools that apply across every mode: wall and floor controls, the dimensions overlay, the pottery wheel (experimental), and the build-plate / printer matching.


Wall & Floor

Every printable vase is hollow. The Wall & Floor panel sits below the modelling-mode panels and controls the inner cavity:

These four settings drive every mesh path: revolution, single-object loft, and the SDF-based multi-object loft all honour them identically.

Panel resets

Three panels carry a small ⟲ Reset button in their header, on the right-hand side of the title row:

Each reset opens a confirmation dialog — "Reset [panel name]? This can't be undone." — before applying. Cancelling the dialog leaves everything as-is.

Base Settings

The Base Settings panel (below Wall & Floor) tunes the printed foot/skirt — the few millimeters of clay laid down at the very base of the print to lock the part to the build plate:

These are baked into the G-code on export — they don't change the viewport mesh.


Dimensions overlay

Toggle the ↕ Dimensions button in the top-right viewport overlay (or press its hotkey) to show a comprehensive measurements panel.

Dimensions overlay — anatomy rings + bounding cage

What you get:

The rings adapt to your profile — if there's no clear neck, the system falls back to even spacing. Useful when discussing a design ("can we narrow B by 4 mm?") because the language is unambiguous.


Pottery Wheel (experimental)

Settings → Experimental → tick Pottery Wheel to expose the Tools menu's 🏺 entry. When enabled, the model is mounted on a virtual wheel and you sculpt by clicking on it. Pottery mode is available only when the model is in Revolution mode — opening it from any other mode is disabled to protect lofting / multi-object work from being wiped.

Pottery wheel session

Entering and leaving the wheel

The wheel starts stopped when you enter pottery mode so you can place the first stamp / pierce before the surface scrolls under your cursor. Press ▶ Start in the pottery panel to spin at the chosen Speed; press ⏸ Stop to pause. With the wheel stopped you can drag horizontally on the model to manually rotate it (like braking a real wheel and turning the pot by hand). Right-mouse drag still orbits the camera in every state.

Pottery mode is mutually exclusive with the Profile pop-out, the Pattern Graph editor, and the Settings dock — opening any one of those closes the others (Settings remembers what was open and restores it on close).

Wheel-shaping tools (wheel running)

These tools modify the silhouette underneath the surface. Wheel must be spinning.

Surface tools (wheel stopped)

These place per-click marks at a fixed position on the wall. The wheel must be stopped — the wheel-running variant of stamping is Roller (see below).

Stamp tool

Stamp prints a single full-size impression of the picked pattern wherever you click. Patterns ship as built-in polygons (Circle, Star, Heart, Dots, Diamonds, Zig-Zag, Triangle, Square, Hexagon) and can be extended via the Pattern Library (see below).

Pottery panel — Stamp tool with pattern picker and hover-preview ring

Pattern-specific controls:

Pick Stamps modal — checkbox list with SVG previews

Roller tool

Roller behaves like a series of stamps printed continuously as the pot spins under the cursor. Same pattern picker as Stamp, with three extra controls in the panel:

Pottery panel — Roller tool spinning with a pattern partially rolled on the pot

Pattern Library

Tools → 📐 Pattern Library… opens a modal that manages user-imported SVG patterns. Imported patterns appear alongside the built-in set in the Stamp / Roller pickers.

Pattern Library modal — imported SVG patterns with previews and Import SVG button

Other pottery controls

Undo and export

Undo per-stroke is captured automatically. Press Ctrl+Z (or use the toolbar undo) to roll back the most recent gesture. The pottery panel shows the running mark count and undo-stack depth so you can see when the session is getting heavy.

Pottery marks (Carve / Stud / Stamp / Roller) and Pierce holes both flow into STL and OBJ exports — the export pipeline runs the same ApplyPotteryVertexMarks bake the viewport uses, so what's on screen is what lands in the exported mesh.


Build plate & printer matching

The build plate is the translucent ground plane in the viewport — it's sized to the printer you've selected so you can sanity-check that the model fits before exporting.

Set the printer in the Settings → Defaults → Printer dropdown (or load it on a per-project basis). Built-in presets cover:

Round build plates (delta printers, most clay machines) display as a disc; rectangular plates display as a rectangle. The dimensions are real millimetres, so the model's reported height / diameter directly compare.

If your model exceeds the build volume in any axis, the export-quality mesh is still produced — but the Analysis tab flags an "exceeds plate" warning so you know.



Analysis tab

The Analysis sidebar tab runs a structural-stability check on the current model and reports a 0–100 stability score plus a list of per-region warnings. It's the "is this thing actually printable?" sanity check.

Analysis tab — stability score + warnings

Click ⊙ Analyze Model to (re)run the check. The result panel shows:

Re-run after every significant edit. Analysis is cheap (a few hundred ms even on heavy models).


Printer tab (experimental)

Settings → Experimental → tick Printer Path Simulation to expose the Printer sidebar tab. It does two things: it shows the build plate match (manufacturer + model dropdowns, plate shape, dimensions, and a green "Model fits the build volume" / red "Exceeds plate" indicator), and it runs a layer-by-layer toolpath simulation with gravity-aware droop prediction so you can spot collapses before committing clay.

Printer tab — path simulation result

Build plate group:

Path Preview group — the tunable parameters that drive the simulator:

Hide Path removes the simulation overlay; Show redraws. Re-render after any model change to see the updated prediction.

The simulator runs on the threadpool so the UI stays responsive during long calculations. Heavy textures + Cut Through can take a few seconds.