Learn

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

Before any of this: the capture guide
Why captures fail and how to nail one every time — a two-minute read.

Set up the scene

The five minutes after training that make everything else work.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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