Curriculum
From first primitive to owned export.
A structured path through the canvas, in the order the work tends to happen. Start with primitives, the transform gizmo, and the outliner; move into driving the agent and reviewing proposals at the gate; then into Gaussian splat round-trips, local mesh tools, and path-traced render recipes. By the end you own your pipeline end to end — and you understand what runs free on your machine and what costs credits.
foundations
Orient yourself in the Canvas. Scene-core is the source of truth, the renderer is a swappable adapter, and every edit flows through one command API and one gate.
human + agent
One API for hands and the agent alike. Manipulate directly with the gizmo, dispatch the same proposals from natural language, and review every diff at the gate before it lands.
interchange + capture
Own your data in and out. USD (.usda) you can read and edit, glTF/GLB for delivery, and Gaussian Splat capture round-tripped through scene-core.
render + mesh
Quality on demand. Offline path-traced render recipes that cost credits, and local WASM mesh tools that run in the browser for free.
collaboration
Work that holds up with more than one cursor. Real-time presence, comments anchored to geometry, and agents reviewed at the same gate as teammates.