Library, Presets & Saving Your Work |
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The Library dock organizes your work into four tabs, each storing one kind of file.
Saving a Shape captures the mathematical definition and the base visual style of your 3D/4D object. It is ideal for storing pure geometry without linking it to a specific animation or texture.
- What it saves: the geometry (equations or surface script, constraints, constants A–F and S, U/V/W limits, Steps, 4D rotation state), the visual style (color, transparency, render mode, lighting, background color) and the framing (camera, projection, field of view). Equations or a script that use the time t are saved with their animation, which starts again when the Shape is opened.
- Multi-mesh surfaces: the appearance and the domain of every grid you customized are saved too, with the domain of the All scope and the active All/Mesh scope.
- What it ignores: Textures, the background texture, 3D/4D paths, and rotation and path speeds. To store a scene complete with textures, background texture and motions, save a Record instead.
Saving a Texture isolates the visual pattern or image. It can be applied interchangeably to the object's surface or the background.
- What it saves: The GLSL texture scripts or the absolute path of the loaded image, the two active colors in the interface (Color 1 and Color 2), and 2D transformations applied via mouse or 2D View (Zoom, Pan X/Y, Rotation).
- What it ignores: The 3D geometry it is mapped onto. You can safely load a saved texture onto any new surface of the same mode. A texture made for the other mode is refused with a warning and nothing changes; Ray Marching textures can't go on the background or the border either. Images work everywhere.
3. Sounds (*.json, *.mp3, *.wav, *.ogg) |
The Sounds tab stores audio configurations, which can be procedural mathematical synths or based on external files.
- What it saves: Purely procedural audio scripts (using the
//SYNTH: directive) or absolute paths to local audio files (//MUSIC: directive).
- How to use it: click a sound in the tree to add its directive to the current script and play it.
4. Records / Motions (*.json) |
A Record save is an absolute and complete snapshot of your entire workspace. It is the most powerful format, designed for animations and final renders.
- What it saves: Absolutely everything. The surface geometry in a complete composite form, customized colors, applied textures (both surface and background), active sounds, all mathematical constants, 4D lighting configuration, 3D/4D path tracking data, and all continuous rotation speeds (Spin, Nutation, Precession, Omega, Phi, Psi).
- Camera and Observer: when you reopen a Record, the framing and audio resume as you left them, while the animation restarts from the beginning.
- Sync Focused Texture: Right-click the Record loaded in the scene and choose Sync Focused Texture to bring in the current code of the Library textures it uses — surface, background or both — while keeping the Record's colors, constants A–F and zoom, pan and rotation. It does not save: save the Record again to keep the result.
- Context Menu: Right-click an item or an empty spot in the Library tree (long-press on touch devices) to open a context menu with the operations on files and folders.
- Drag & Drop: on desktop, files and folders can be dragged between branches to reorganize them on disk.
- Unsaved work: before opening a surface or a record, pressing NEW, switching mode or closing the app, Surface Explorer asks whether to save if the scene differs from the one opened or last saved — putting a control back where it was does not count. Picking another texture or sound, or switching the texture off, asks only if that module itself was changed.
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