Technical Manual

AN IN-DEPTH TECHNICAL GUIDE FOR GRIEFS SURFACE TEXTURE ANALYSIS ENGINE AND WORKFLOW UTILITIES

1. Introduction

Welcome to the official technical manual for GRIEFS SURFACE (formerly GRIEFS TEXTURE RIPPER).

SURFACE is a standalone desktop application for generating PBR materials from images, designed for 3D artists and game developers. It allows you to extract regions from a source image, correct perspective distortion, and generate a full set of Physically Based Rendering (PBR) material maps from the result.

The workflow is non-destructive and includes tools for seamless tiling, AI upscaling, and real-time 3D preview.

This manual provides an exhaustive, component-level breakdown of all application behaviors, parameters, mathematical models, filter options, interface layers, keyboard shortcuts, and asset pipeline configuration grids. It is structured to serve as both an introductory walkthrough and a permanent pipeline reference.

[ NOTE ]: This manual assumes an understanding of standard real-time rendering pipelines, PBR channels (Albedo, Normal, Displacement, Ambient Occlusion, Roughness, Metallic), UV projection matrices, and image resizing interpolation methods.

2. The Welcome Window (Dashboard)

Upon initialization, the Welcome Window (or Dashboard) acts as the centralized system manager for license authorizations, external file indexing, changelog verification, and project serialization. You can toggle this overlay at any point in the main workspace by pressing H or selecting the Home icon from the toolbar.

Sidebar Tabs & Functional Frameworks

  • WHAT'S NEW (WhatsNew): Communicates directly with the cloud database to query and download the official system changelog feed. Update summaries are grouped dynamically into categories (Features, Improvements, Fixes) with full version numbers and release timestamps.
  • PROJECTS (Projects): The primary workspace library. Rather than relying on fragile relative paths or standard OS "recent files" caches, SURFACE scans three directories: your project folder (located in '%APPDATA%/GRIEFS SURFACE/projects' or equivalent platform directory), a dedicated assets folder hosting pre-packaged demo projects, and an external project cache tracking custom projects loaded or saved across network drives and local mount points.
  • TRASH (Trash): A virtual holding cache preventing accidental project loss. Moving a project to the trash isolates its workspace structure in a local directory cache. You can restore the project card back to the active Projects library or execute a permanent physical removal from the storage device.
  • LEARN (Learn): Loads an active list of instructional video tutorials. Videos are presented as media cards with titles, descriptions, and thumbnail sheets. Click interactions launch the corresponding URL directly in the system's default browser. Cache directories store metadata ('youtube_videos.json') and thumbnails ('youtube_thumbnails/') locally to allow offline indexing.
  • ABOUT (About): Exposes active build metadata, keyboard shortcuts and licensing statuses.

Project Actions & Context Menus

Hovering over any project card in the grid highlights its boundary container. Right-clicking any active project card spawns a technical context menu offering the following operations:

  • Open in Explorer: Spawns the native platform file manager targeted directly at the parent directory containing the selected project file.
  • Rename Project: Opens an overlay modal prompting for a new string ID. Renaming a project updates the metadata records on disk and adjusts the active project signature name without corrupting linked bitmap resources. Pressing Enter confirms the change.
  • Move to Trash: Shifts default and external project files into the virtual trash bin. Note that bundled read-only demo projects cannot be physically deleted; instead, they are virtually flagged to prevent them from appearing in the active Projects index.
  • Restore (Trash Tab Only): Reverses the virtual trash status, returning the project card to the primary library listing.
  • Permanently Delete (Trash Tab Only): Physically removes the target project file (.gsfp) from disk.

Account Management & Security

The top-right corner of the Welcome Window hosts your account node. On web builds, this node communicates with the login system at to validate your credentials and manage account states.

  • Manage Account: Launches your account dashboard in a browser for plan modifications and account details.
  • Steam Builds: On builds deployed via Steam, your account node queries the Steamworks API, displaying your active Steam alias, validating software ownership.

3. The Main Workspace Interface

The main workspace is structured as a dockable layout. Dock panels can be rearranged, resized, and separated into floating workspaces. The layout state is written to config on exit and restored on startup.

  1. Canvas Workspace: The interactive viewport rendering the source bitmap textures. It supports sub-pixel coordinate tracking, zoom/pan operations, and crop handle rendering.
  2. Layers Panel: A list mapping defined crop regions (regions) and text labels. Layers can be toggled for visibility, locked to prevent edits, duplicated (Ctrl+D), or deleted (Delete).
  3. Navigator: A scaled-down canvas thumbnail rendering crop outlines as bounding boxes. Clicking and dragging inside the Navigator pans the main canvas viewport immediately, facilitating rapid panning on large, high-resolution source bitmaps.
  4. 2D Preview Viewport: Displays the orthographic, perspective-corrected output of the selected crop. A toolbar at the top left corner of the panel cycles the viewport through the generated map layers (Albedo, Normal, Displacement, AO, Roughness, Metallic). You can cycle through these maps using the D key.
  5. Atlas Preview Viewport: Renders a preview of the combined texture atlas, showing how all selected crop regions are packed together into a unified material canvas.
  6. 3D Preview Viewport: A real-time, interactive PBR viewport rendering the PBR maps applied to a 3D model under dynamic lighting and skybox environments.
  7. Material Properties (PBR Editor): A collapsible panel displaying sliders, fields, and checkboxes for fine-tuning the mathematical map generators.
  8. Main Toolbar: Hosts buttons for immediate operations (New, Load, Save, Import, Export, Snap, Lock, Aspect Constraint) and layout switching buttons.

4. Canvas Operations & Warp Engines

The Canvas processes sub-pixel coordinate coordinates in double-precision floating-point format, allowing precise edits regardless of the source image resolution. Viewport pan and zoom matrices translate screen coordinates into world coordinates, dynamically scaling visual components (like vertex handles) so they remain easily interactive at any zoom factor.

Navigation Viewport Controls

  • Panning: Hold the Middle Mouse Button (or spacebar + Left Mouse Button) and drag the cursor to pan the view.
  • Zooming: Scroll the Mouse Wheel to zoom in and out. Zooming dynamically centers the scale factor on the cursor's coordinate, allowing precise zooming on fine details.
  • Canvas Reset (F): Pressing F when no region is selected adjusts the zoom and pan matrix to fit the entire source image bounds within the visible canvas. If a region is selected, pressing F fits the camera zoom to the bounding coordinates of that specific region.

The Canvas Tools Suite

A suite of four tools controls canvas interactions, toggled via keyboard hotkeys or toolbar icons:

  • Rectangle Tool (R): Click and drag to draw a rectangular region. The start and end positions define the corners of the quadrilateral.
  • Custom Region Tool (C): Allows custom quadrilateral boundary drawing. Click four distinct positions sequentially to place the corner handles. A blue dashed line tracks the cursor from the last placed vertex to assist layout.
  • Marquee Selection Tool (soon to be deprecated) (M): The default manipulation tool. Used to click and drag individual corner handles, translate edge midpoints, or drag the interior of a region to move its entire bounding shape without altering its corner geometry.
  • Text Label Tool (T): Allows emplacing annotations on the canvas. Click to spawn a text box, enter text strings, and customize font sizing, scale, color tint (RGBA), background visibility, and position lock flags.

Snapping, Alignment & Multi-Selection

  • Grid & Edge Snapping (S): Toggle with the S key. When active, moving a corner vertex snaps it to the borders of the source image, to active grid lines, or to matching horizontal/vertical coordinate baselines of other vertices.
  • Region Lock (L): Toggle with the L key. Locking a region freezes its vertices and transforms, preventing accidental mouse edits while allowing its PBR parameters to be adjusted in the panel.
  • Uniform Constraint (U): Toggle with the U key. When active, adjusting a vertex handle scales the entire region while preserving its aspect ratio.
  • Multi-Selection: Hold Shift and click on regions in the canvas or layers panel to build a selection list. You can translate, copy (Ctrl+C), duplicate (Ctrl+D), delete (Delete), or batch-apply PBR settings to all selected regions.

Edge Midpoint Translation

When Tangent Warping is disabled, small white circular handles appear at the midpoints of the straight lines connecting the four corner vertices. Clicking and dragging a midpoint handle translates the corresponding edge parallel to its normal axis, keeping it straight. This allows shifting a single crop boundary (e.g., aligning it to a straight grout line or wall edge) without altering the positions of the other three corners.

Tangent Warping (Bezier Edge Deformers)

Standard perspective correction maps a flat quadrilateral to a rectangle using a homography matrix, which assumes straight edges. However, real-world textures are often photographed on curved surfaces (like pillars, columns, vaulted ceilings, or creased fabric). To address this, SURFACE includes a Tangent Warp engine.

[ PIPELINE WARNING ]: Tangent warping uses GPU pixel shaders to perform non-linear warp calculations. Ensure your target region size matches your required detail density, as heavy curves can introduce local texture stretching if tangent handles are adjusted excessively.

Toggling the Tangent Warp (prop_tangent_warp) checkbox on a region updates the canvas display:

  • The straight edges connecting the 4 corner handles are replaced by editable cubic Bezier curves.
  • The engine spawns 8 orange tangent handles (2 for each of the 4 edges).
  • Dashed lines connect the corner vertices to their corresponding tangent handle control nodes.
  • Dragging these orange tangent handles adjusts the curvature of the edge line.
  • This allows you to contour the crop boundaries to wrap around curved objects, extracting clean, flat, undistorted textures from non-planar surfaces.

5. Material Properties (The PBR Editor)

The Material Properties panel is the primary dashboard for adjusting the texture generator. All calculations are executed in a non-destructive 16-bit processing pipeline, preserving color depth and avoiding compression artifacts. Adjusting any slider dynamically updates the 2D Preview and 3D Viewport in real time.

Albedo Map Parameters

The Albedo map defines the base color of the material, free from directional lighting, reflections, and shadowing.

  • Delight Intensity (prop_delight): Removes shadows and directional lighting from the input image. This uses light vector approximation to digitally relight the texture.
    • *Shadow Suppression*: Controls the threshold and intensity of shadow removal. Useful for dark grout lines or recesses.
    • *Highlight Suppression*: Targets bright specular reflections or sun glare, flattening them to match surrounding diffuse values.
    • *Chromatic Constancy*: Prevents color shifting during delighting, ensuring whites and neutral tones remain balanced under varying light temperatures.
    • *Detail Preservation*: Adjusts a bilateral filter to protect micro-details (like grain or scratches) from being smoothed out during delight calculations.
  • Albedo Color Correction:
    • *Contrast*: Globally stretches or compresses the tonal range.
    • *Saturation*: Linearly scales the intensity of all color channels.
    • *Vibrance*: Selectively boosts saturation in muted color ranges while preserving skin tones and already saturated colors.
    • *Hue*: Shifts the overall color spectrum around the color wheel.
    • *Albedo Tint (RGB)*: Multiplies the albedo map by a custom color vector.

Normal Map Parameters

Normal maps store surface normal vectors in RGB channels to simulate fine detail and lighting interactions. SURFACE generates tangent-space normal maps using a multi-frequency decomposition algorithm.

  • Overall Strength (prop_overall_strength): Globally scales the depth and slope of the generated normal vectors, controlling the visual intensity of surface details.
  • Multi-Frequency Detail Sliders:
    • *Base Shape*: Controls low-frequency details. This slider shapes large surface contours and macro-structures.
    • *Mid Detail*: Controls medium-frequency details, such as bricks, stones, or wooden boards.
    • *Fine Detail*: Controls high-frequency details, such as wood grain, stone pores, or metal scratches.
  • Aggressiveness & Power Curves: Modifies the slope curves of normal generation, shifting the transition between flat surfaces and sharp detail edges.
  • Bilateral Blur (Radius & Sigma): Applies an edge-preserving smoothing filter. This preserves sharp edges (like brick boundaries) while eliminating noise in flat areas.
  • Channel Inversion (Flip X & Flip Y): Standardizes coordinate orientation. Toggling Flip Y switches the normal map between OpenGL style (Y+ up) and DirectX style (Y- down, required for Unreal Engine).

Displacement Map Parameters

Displacement (or Height) maps are grayscale images where pixel intensity represents height (white = highest, black = lowest). This map drives parallax occlusion mapping, vertex displacement in the 3D Preview, or tessellation in game engines.

  • Strength (prop_strength): Scales the contrast of the height map, defining the maximum displacement range.
  • Frequency Control (Shape/Structure/Detail): Allows custom height contributions from low (Shape), medium (Structure), and high (Detail) frequency image features.
  • Blur: Smooths height maps while preserving sharp edges, preventing jagged spikes or "stair-stepping" artifacts when displaced.
  • Power Curve & Offset: Applies a non-linear exponent to the height data. The offset shifts the midpoint height bias.
  • Invert: Flips the height map values, turning recesses into protrusions and vice-versa.

Ambient Occlusion (AO) Parameters

AO maps simulate ambient soft shadows in crevices, cracks, and contact points, improving depth perception.

  • Strength: Controls the darkness of the contact shadows.
  • Sampling Radius: Sets the search radius for occlusion, defining how far soft shadows spread from contact edges.
  • Bias: Introduces a threshold to prevent self-occlusion artifacts on flat surfaces.
  • Contrast: Adjusts the transition gradient of ambient shadows.
  • Height Scale: Uses the height map data to refine occlusion calculations, darkening deep crevices.

Roughness Map Parameters

Roughness maps define surface micro-structures, controlling specular highlights (black = glossy, white = matte/rough).

  • Base Level (prop_base_level): Sets the default surface roughness.
  • Detail Influence: Defines how much surface details affect roughness.
  • Micro/Macro Impact: Controls the roughness contribution of fine details vs. large structures.
  • S-Curve Contrast & Center: Applies a sigmoid curve to the roughness values. This allows splitting materials into distinct glossy and matte zones (e.g., wet stone grout vs. dry stone face).
  • Invert: Flips the roughness values, converting glossy areas to matte and vice-versa.

Metallic Map Parameters

Metallic maps define metallic (dielectric vs. conductor) properties (black = non-metal, white = metal).

  • Base Level: Sets the default metallic value.
  • Influence: Scales the metallic mask contribution.
  • Cutoff Threshold: Defines the threshold for classifying pixels as metallic based on reflectivity and color saturation.
  • Softness: Smooths the transition between metallic and non-metallic regions.
  • Invert: Flips the metalness mask values.

Seamless Tiling Engine

This engine generates seamless, tileable textures by blending opposing edges using a pathfinding seam blending algorithm.

  • Enable Tiling: Actives seam generation across all maps.
  • Seam Width: Adjusts the blend border thickness along the edges.
  • Blur Radius: Softens the transition along the blended seam.
  • Jitter Intensity: Introduces noise along the seam path to break up patterns and hide the transition.
  • Shape Sensitivity: Controls how closely the seam path follows contrast lines in the texture to minimize visibility.

Multi-Layer Texture Blending

SURFACE supports stacking regions as layers to blend textures together (e.g., adding moss onto stone). Layers can be reordered or deleted using the layer controls.

  • Blend Modes:
    • *Linear Blend*: Performs a simple linear interpolation between layers based on opacity.
    • *Height Blending* (Premium Feature): Blends layers based on their displacement maps. The upper layer fills lower crevices first, creating realistic transitions (e.g., mud pooling in brick gaps).
  • Opacity: Sets the overall transparency of the upper layer.
  • Base & Layer Height Influence: Controls how much the base and layer displacement maps influence the height blend transition.
  • Height Offset & Contrast: Shifts the height threshold and sharpens the transition between layers.
  • Height Influence: Scales the overall height-based blending mask.
  • Invert Height: Inverts the height map of the upper layer during blending calculations.
  • PBR Overrides:
    • *Albedo Tint*: Tints the color of the blended layer.
    • *Roughness/Metallic Overrides*: Modifies the roughness and metalness of the blended layer.
    • *Normal Intensity*: Scales the normal map strength of the blended layer.
    • *Displacement Scale*: Scales the displacement map of the blended layer.
  • Tiling & Transform:
    • *Tiling Scale*: Sets the repeat factor of the blended layer.
    • *Tiling Offset X / Y*: Shifts the position of the blended layer on the base texture.

Artistic & Stylized Filters Stack

The Filters Stack allows stacking post-process filters dynamically. You can toggle filters on/off and configure which PBR channels (Albedo, Normal, Roughness, Metallic, Displacement, AO) are affected.

  • Anisotropic Kuwahara: Renders a painterly effect while preserving sharp edges.
    • *Radius*: Sets the kernel size, defining the brush stroke scale.
    • *Sharpness*: Adjusts edge sharpness between color regions.
    • *Anisotropy*: Aligns strokes with the directional flow of the texture.
    • *Eccentricity*: Controls stroke elongation along flow lines.
  • Hand-Painted / Art: Simulates hand-painted brush strokes.
    • *Stroke Size*: Controls the paint stroke scale.
    • *Outline Strength*: Adjusts the dark contour outlines along edges.
    • *Simplification*: Simplifies color gradients into flat blocks.
    • *Palette Blend*: Blends a stylized color palette with the texture.
  • Toon / Cel-Shaded: Renders a cartoon, cel-shaded look.
    • *Shading Steps*: Sets the number of flat color shading levels.
    • *Outline Thickness*: Controls cartoon outline width.
    • *Outline Threshold*: Sets the edge detection sensitivity for outlines.
    • *Edge Softness*: Softens the transitions between shading steps.
  • Bayer Dithering: Simulates retro, ordered-pattern dithering.
    • *Colors / Channel*: Sets the color depth limit.
    • *Dither Strength*: Controls the visibility of the dither pattern.
    • *Pattern Size*: Sets the pixel grid size (e.g., 2x2, 4x4, 8x8).
    • *Color Dithering*: Toggles between color and grayscale dithering patterns.
  • Halftone Dot / Comic: Simulates halftone dot printing patterns.
    • *Pattern Scale*: Sets the halftone dot grid density.
    • *Dot Angle*: Rotates the dot grid (e.g., 45 degrees).
    • *Sharpness*: Controls dot edge softness.
    • *CMYK Separation*: Separates color channels (Cyan, Magenta, Yellow, Key) for authentic printing simulation.
  • Pixel Art / Retro CRT: Simulates retro game graphics and CRT screens.
    • *Pixel Size*: Sets the pixelation grid size.
    • *Color Steps*: Restricts the color palette size.
    • *Scanline Strength*: Controls retro scanline intensity.
    • *Phosphor Bleed*: Simulates CRT screen glow.
  • Watercolor: Simulates wet watercolor paints.
    • *Wetness*: Controls paint pigment diffusion and blending.
    • *Edge Darkening*: Simulates watercolor pigment drying along borders.
    • *Paper Grain*: Blends paper texture with the paint.
    • *Color Bleed*: Controls color bleeding between adjacent regions.
  • Pencil Sketch / Crosshatch: Simulates pencil sketches and crosshatching.
    • *Line Density*: Controls pencil sketch shading density.
    • *Contrast*: Adjusts dark pencil stroke contrast.
    • *Line Thickness*: Sets pencil lead line width.
    • *Crosshatch Angle*: Rotates the crosshatching shading pattern.
  • Oil Painting: Simulates classical impasto oil paintings.
    • *Brush Size*: Sets oil brush stroke scale.
    • *Detail*: Controls detail retention in the paint layers.
    • *Vibrancy*: Adjusts color saturation and richness.
    • *Impasto*: Controls paint thickness and lighting reflections.

6. The 3D Preview Viewport

The 3D Preview uses a GPU-accelerated PBR renderer to validate materials in real time. It features a floating toolbar at the bottom of the panel to configure camera, display, mesh, displacement, lighting, and preset settings.

Orbit, Lighting & Environment Controls

  • Camera Orbit: Hold the Left Mouse Button and drag to rotate the camera around the 3D model.
  • Directional Light Orbit: Hold the Right Mouse Button and drag to rotate the main directional light source.
  • IBL Skybox Orbit: Hold Shift + Right Mouse Button and drag to rotate the Image-Based Lighting (IBL) environment.
  • Camera Panning: Hold the Middle Mouse Button and drag to pan the camera horizontally and vertically.
  • Camera Zooming: Scroll the Mouse Wheel to zoom in and out.
  • Reset Camera (F): Press F while hovering the 3D Preview to reset the camera to the default position.

Preview Shapes & Tessellation Density

  • Mesh Shape Selection: Instantly switch between Plane, Sphere, Rounded Cube, and Rounded Cylinder. The Plane dynamically resizes to match the crop region's aspect ratio.
  • Material Preset: Toggles the base reflectivity of the mesh between Matte (dielectric) and Shiny (glossy/metallic) to test lighting responses.
  • Subdivision & Displacement:
    • *Enable Displacement*: Enables real vertex displacement in the GPU vertex shader based on the displacement map.
    • *Subdivision Level*: Controls the polygon tessellation density. Higher values increase vertex count for detailed displacement.
    • *Height Scale*: Scales the physical depth of displacement on the mesh.
    • *Toggle Wireframe*: Renders the underlying wireframe geometry to inspect displacement and tessellation.

Diagnostic Channel Debug Modes

Cycle modes using the D key, or reset to default PBR with Shift + D. The available diagnostic modes are:

Debug Mode Description
Full PBR Renders the final material with all PBR channels, lighting, and reflections.
Albedo Renders only the raw base color, free from lighting and shadows.
Normal Renders tangent-space normals mapped to RGB color values.
Displacement Renders the grayscale height map.
AO Renders the ambient occlusion shadow mask.
Roughness Renders the grayscale roughness map (white = rough, black = smooth).
Metallic Renders the metallic mask (white = metal, black = dielectric).
IBL Diffuse Renders diffuse environment lighting contributions.
IBL Specular Renders specular reflections from the environment map.
Light Intensity Renders direct lighting contributions, displaying shadow maps.

Image-Based Lighting (IBL) & Exposure Matrix

  • IBL Preset Selection: Choose from preset environment maps (Studio, Overcast, Sunset, Outdoor, etc.). Custom HDR images can be loaded by adding .hdr or .exr files to the assets/environment/ directory.
  • Show Background: Toggles the visibility of the IBL environment map in the viewport background.
  • Background Blur: Adjusts background image blur to create depth-of-field effects.
  • IBL Strength & Exposure: Sliders to adjust IBL light contributions and global camera exposure.
  • Directional Light Color: Opens a color picker to change the main light source color.

7. Export Pipeline Configurations

The Export Dialog (Ctrl+E) manages asset exporting. You can select and configure settings for individual regions or pack all crops into a single combined texture atlas.

AI Super-Resolution & Style Resizing

  • Standard Upscale (Lanczos): Resizes textures using Lanczos interpolation, scaling from 1x up to 8x resolution.
  • AI Upscale (Real-ESRGAN): Uses a neural network to perform a 4x upscale, reconstructing details and preserving edges. Non-watermarked upscaling is available for paid plans.
  • Retro Textures (Nearest Neighbor): Downscales textures using nearest-neighbor interpolation to create pixelated, retro game textures.

Channel-Packed Textures (ORM)

To optimize performance in game engines, SURFACE supports ORM channel packing. Checking this option packs three grayscale maps into a single RGB texture:

  • Red Channel: Ambient Occlusion (AO) map.
  • Green Channel: Roughness map.
  • Blue Channel: Metallic map.
  • Alpha Channel (Optional): Packs the Displacement/Height map if enabled.

Naming Conventions & Engine Suffixes

Select naming conventions to match game engine import rules:

  • Default: Suffixes maps as _albedo, _normal, _roughness, _metallic, _ao, _height.
  • Unreal Engine: Suffixes maps as _D (Base Color/Diffuse), _N (Normal), _ORM (Channel Packed).
  • Unity: Suffixes maps as _Albedo, _Normal, _MetallicGloss.

Pipeline File Formats

  • PNG: Lossless format with 8-bit alpha support. Ideal for Albedo and mask textures.
  • JPEG: Compressed format for small file sizes. Not recommended for normal or height data due to compression artifacts.
  • TGA (Targa): Lossless, uncompressed game-engine-friendly format supporting alpha channels.
  • TIFF / EXR: Best for height and displacement data. Supports 16-bit color depth to prevent banding artifacts on smooth gradients.
  • HDR: 32-bit floating point format for high-dynamic-range lighting data.
  • DDS (DirectDraw Surface) (Windows Only): Compresses textures directly for GPU memory optimization.

Power-of-Two Padding & Sizing Clamps

  • Pad to Power-of-Two: Automatically pads exported textures with transparency to GPU-friendly dimensions (e.g., 512, 1024, 2048).
  • Limit Max Size: Limits the maximum export resolution. Maximum size limits depend on your active plan (Free plan: 1024px (Atlas 2048px), Indie/Pro plan: Unlimited).

Dominant Color Swatch Generation

Checking Generate Color Palette extracts the dominant colors from the Albedo map and exports them as a formatted color swatch image sheet, useful for establishing project color palettes.

8. Keyboard Shortcuts

Action Parameter Shortcut Command
// GLOBAL FILE & EDIT ACTIONS
New Project Workspace Ctrl + N
Load Project File Ctrl + L
Save Project Matrix Ctrl + S
Save Project As Ctrl + Shift + S
Import Image Resource Asset Ctrl + I
Open Export Panel Interface Ctrl + E
Undo Last Action Parameter Ctrl + Z
Redo Action Parameter Ctrl + Y or Ctrl + Shift + Z
Toggle Hub Welcome Home Screen H
// CANVAS TOOLS & SNAPPING (HOVER CANVAS)
Select Rectangle Crop Tool R
Select Custom Region Crop Tool C
Select Marquee Selection Tool M
Select Text Label Tool T
Toggle Grid Point Snapping S
Toggle Selected Region Lock L
Toggle Uniform Aspect Constraint U
Delete Selected Element Delete
Copy Selected Element Ctrl + C
Paste Element from Clipboard Ctrl + V
Duplicate Active Selection Ctrl + D
// 3D PREVIEW VIEWPORT (HOVER VIEWPORT)
Focus Camera on Selection Bounds F
Cycle Debug Render View Mode D (Shift+D to reset)
Cycle Preview Mesh Type (Sphere, Plane, etc.) M
Cycle Environment Skybox / IBL Map E
Toggle Showcase Rotating Animation Mode S
Toggle Real-Time Pipeline Processing Updates R
// SYSTEM LAYOUT CONFIGURATIONS
Invoke Core Technical Manual Help F1
Switch Layout: Default split view F2
Switch Layout: Split view with properties F3
Switch Layout: Left / Right split view F4