Everything the editor can do, shown
Every clip below is 10–20 silent seconds of one idea. The same cards live inside the editor — a small ? next to each tool — so you never have to leave your scene to learn it.
Updated July 5, 2026
Set up the scene
The five minutes after training that make everything else work.
Level the scene
Click three points on a flat surface — usually the floor — and the scene rights itself.
Do this before anything else; a level scene makes orbiting, measuring, and zones all behave.
Scene scale
Click two points across something you know the size of — a door, a countertop — and type the real length.
One calibration makes every ruler, area, and reference object in the scene true.
Eraser
Tap the center of the thing you want gone, then its edge — everything inside the sphere disappears.
Non-destructive: your original capture is untouched, so you can always bring it back.
Viewing zone
Trace the corners of the area visitors should see; everything outside it fades away as they explore.
Great for keeping eyes on the property, not the neighbor’s yard at the capture’s ragged edge.
Color grade
Exposure, contrast, saturation, temperature — grade the whole scene like a photo.
Saved with the scene, so visitors see exactly the mood you dialed in.
Tell the story
Turn a space into a guided visit.
Marks
Pin a note to an exact point in the scene — a title, a few lines, photos if you want.
Number them and they become the stops of your story; visitors tap through in order.
Measure
Click points along a line to read the real-world distance; trace a closed boundary to get its area.
Measurements are only as honest as your scene scale — set that first.
Scale reference
Drop a familiar silhouette — a person, a car — into an overhead view to communicate size at a glance.
They only appear in the flat ortho views, where size comparison actually reads.
Scene photos
Attach regular photos to the scene — they show up in the visitor’s info drawer as a gallery.
The splat sells the space; the photos sell the details.
Walkthrough lock
Locks visitors to the path the camera actually walked — scroll to travel, drag to look.
Your capture route becomes the tour; nobody gets lost in the fog.
Fly mode
WASD to fly, drag to look — first-person, like a drone with the props off.
Speed scales to the scene, so a room and a ranch both feel right under the same keys.
Compose worlds
Multi-splat scenes — the deep end.
Zones
Trace a volume in the scene. Clip hides everything outside it; Highlight dims the rest so one thing pops.
Scope it to the whole scene or a single splat — and attach it to a mark to focus a tour stop.
Scene splats
Render another of your splats inside this scene — a crisp interior inside an aerial, a detail inside an overview.
Align it with 2-3 matched points, blend the colors, then let visitors step inside.
Match alignment
Tap the same 2-3 features on each splat — a window corner works from inside AND outside.
The solve places, rotates, and scales the insert exactly; the gizmo is just for the last millimeter.
Reveal on enter
An inserted splat can stay hidden until the camera walks into its volume — then the interior takes over.
Visitors see a "Step inside" pill at the doorway; you trace where the doorway is.
The fastest way to learn is a scene of your own
Upload a capture, and every tool above is one ? away while you work.
Create a splat