Features
From first vector to a cut-ready file.
Everything below reflects what's actually implemented today. The app is under active development, so this list grows with it.
Canvas, Layer, and Backer workflow
Artwork is composed across three dedicated panels — Canvas for overall composition, Layer for individual vector pieces, and Backer for the mounting substrate. Library assets import with automatic path dedup, and every edit is tracked through full undo/redo.
Physically-based 3D viewport
A SceneKit viewport renders your design with a real PBR pipeline: roughness, metalness, specular, and clearcoat per material family (wood, painted wood, acrylic, clear acrylic, metal, MDF). Procedural textures — wood grain, brushed metal, acrylic sheen, paint fleck — are generated per-part, under studio-style three-point lighting.
Automatic mounting hardware
Three mounting systems generate their own geometry directly from your design: tabbed backer boards with slot cutouts and hanger strips, indexed captured rails with interlocking teeth, and French cleat wall receivers with matched rib cutouts. Hardware updates live as the design changes.
3D mesh ribs and void fill
For forms that go beyond flat relief, the app samples 3D mesh geometry into rib profiles and exports voids as compound contours — so complex sculptural shapes still produce clean, fabrication-ready cut paths.
Material-aware pricing
A material catalog with per-variant sheet sizing and pricing prorates cost by the area actually consumed, and calculates waste from the real rib outline — not just a bounding box — so estimates track what you're actually cutting.
Fabrication-ready export
Vector output is built for laser and CNC pipelines, with clearance-aware compositing and trimmed geometry to avoid overlaps. A USDZ export path also supports AR Quick Look, so a piece can be viewed at real scale before it's cut.