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Tutorial Your First Scene
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Ten minutes in Solarxy Web, from an empty canvas to a lit, textured object you have exported. Nothing to install; everything stays on your machine.
This covers the same ground as the in-app tour (Help → Take the Tour), then goes a little further. If a term is unfamiliar, every node documents itself: select it and press I.

Open solarxy.koljam.com in Chrome or Edge and press Launch app.
- Left: the viewport. Your scene, rendered on the GPU. Orbit with the left mouse button, pan with the middle, zoom with the wheel.
- Right: the node canvas. Solarxy is parametric - this graph is the scene. Nothing you build is baked; change a value upstream and everything downstream recooks.
- Below it: Properties. The selected node's parameters. Hover any parameter for its documentation.
Every panel is dockable. Drag them where you like; Desks saves an arrangement.
- Press Tab over the node canvas. The palette opens at your cursor - type to search, arrows to move, Enter to add. Add a Geo container.
- Double-click the
geonode to dive inside it. This is a geometry network; the breadcrumb at the top shows where you are. - Press Tab again and add a Box. It appears at your cursor, cooks, and shows up in the viewport.
- In Properties, drag the Width value left and right. The viewport follows live. Hold
Ctrlwhile dragging to snap.
Add a Transform node, then drag a wire from the box's output to its input. Move, rotate, and scale live on the transform, not baked into the box - that is the whole idea. The Q W E R keys switch the viewport tools (select, move, rotate, scale) and draw a gizmo on the selected object.
Go back up to the Scene (click Scene in the breadcrumb). Press Tab and add a Directional Light. Its color, intensity, and direction are parameters like any other. Up to eight lights participate; one of them may cast shadows (Cast Shadow on the light).
- At the scene level, add a Material Network (
matnet) and dive in. - Add a Principled surface. Metallic and roughness behave as in any PBR renderer; the node's
Icard explains each parameter. - Back in your geo network, add a Material node at the end of the chain, set its Mode to Reference, and point Material Path at your matnet.
For textures, add a Texture Network (texnet): generators like noise and ramp, adjustments like levels, and utilities like pack_orm cook entirely on the CPU, and a material's tex_ref node pulls the result in by path.

Add a Camera node at the scene level. In the viewport's [ Camera ] menu, choose it: the pane now looks through your camera, and its focal length, sensor width, and projection are parameters on the node. Lock the pane to stop orbiting from moving the camera.
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Save (
Ctrl/Cmd+S) writes a.slxyfile: one self-contained archive with the graph, cameras, review notes, and every imported asset embedded. Autosave also keeps a ring of recovery snapshots in the browser. - Review (the Review menu) pins annotations directly onto geometry. They travel with the file, so a colleague opening your scene sees your notes where you left them.
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Export: drop a
geo_exportnode anywhere in a geometry chain to write OBJ, STL, PLY, or GLB;image_exportin a texture network writes PNG or JPEG. Both tap the chain without changing it.

- The Node Reference - all 58 node types, generated from the application itself.
- Solarxy Web - the full page on the web app, including browser requirements and how persistence works.
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Keyboard Shortcuts - or press
?in the app.
Solarxy - A cross-platform 3D model viewer, validator and browser-based node modeler built with Rust and wgpu.
GitHub Repository · Releases & Downloads
© 2026 Marko Koljancic · MIT License
Getting Started
Solarxy Web
- Solarxy Web
- Your first scene
- Expressions
- Attribute Wrangle
- Runtime and playback
- Publishing a scene
- Node Reference
Tutorials
Using Solarxy
Reference
Help
Project