3D
Generate a navigable 3-D model from your plan, then light, texture and furnish it.
The 3D engine builds a real-time model from your 2-D drawing. See the feature overview; this is the how-to.
Open the engine
Add the 3D engine to a drawing. The scene builds itself from your walls, openings, floors and ceilings — no modelling required. A valid, closed plan gives the best result, so clear any validation issues first.
Navigate
The model opens in an orbit view — a doll’s-house camera you can spin and zoom:
- Drag to orbit around the model; pinch or scroll to zoom in and out.
- A wall compass shows north, and an overlay reports the room you’re looking at, its area and ceiling height.
Walk-around mode
Tap the walk button to drop into the model at eye level and explore it in first person:
- Mac — move with W A S D, look with the mouse.
- iPad / iPhone — an on-screen joystick (bottom-left) moves you; drag elsewhere to look. iPad also takes WASD when a keyboard is attached.
- Tap a door to open it and walk through into the next room. Closed doors block the way, and you can’t walk through walls — you slide along them instead.
- A door leading outside opens (it’s lovely to watch the front door swing) but won’t let you leave.
A top panel carries a lights toggle and a settings sheet — time of day, day/night, eye height and look/move sensitivity. Exit glides you back to the orbit view.
Materials
Tap a wall, floor or ceiling to assign a PBR material — wood, concrete, brick, tile, plaster, glass or carpet. Materials update live.
Lighting modes
Switch between:
- Daylight — simulated sun and sky.
- Artificial — your placed lights contribute here.
- Analysis — study a space rather than present it.
Furniture
Furniture from your plan appears in 3-D as procedurally built pieces — chairs, beds, sofas and units — that you can position and size.
Tips
- Set per-room ceiling heights before exploring — they shape the model.
- Add lights before using artificial lighting mode.
- Glass materials let daylight through for a more convincing render.