Last Updated: 2026-02-02
This guide covers the Construct CAD interface, including panel management, settings, and developer tools.
The Construct interface consists of:
Use the toolbar toggle buttons to show/hide panels:
| Button | Panel | Default State |
|---|---|---|
| Scene | Left panel (Layers/Parametric tabs) | Visible |
| Shader | Shader preview panel | Hidden |
| Materials | Material editor panel | Hidden |
| Config | Configuration panel | Hidden |
Panel visibility is saved automatically and restored on next launch.
The toolbar's frame-rate readout counts rendered frames — frames whose pixels actually changed. When nothing in the scene changes, the viewport deliberately stops re-rendering and the counter shows idle; that is the editor saving your GPU, not a stall. Hover the counter to see both rates: the rendered rate (what your eye perceives as motion) and the delivered rate (how often the screen is refreshed with a frame, including re-shows of an unchanged image). The two can differ legitimately — a static scene delivers at full speed while rendering nothing new.
The color grades against your display's refresh rate: green near it, yellow at half, red below.
There is no properties panel. Everything is edited where it lives: a scene item on its own row in the scene tree, and a render layer on its row in the Layers tab (see below).
Render layers and post-effects are a debug surface. They are not scene content — they do not live in your document, are not saved with it, and most work never needs them. They are listed in the Layers tab of the left panel, alongside the scene tree.
Selecting a layer there opens its properties directly underneath: its name, whether it is Visible, and whether it is Enabled. Selecting a post-effect shows its name and its type.
Visible and Enabled are separate switches that currently do the same thing. The renderer skips a layer unless both are on, and nothing distinguishes them anywhere else — so turning either one off has exactly the same effect. They are kept apart because they are stored apart, not because they mean different things today.
Drag the splitter bars between panels to resize. Panel widths are saved automatically.
A developer tool for viewing the generated GLSL shader code.
| Feature | Description |
|---|---|
| Live updates | Shader code refreshes when the scene changes |
| Syntax highlighting | GLSL keywords and types are color-coded |
| Copy | Copy shader code to clipboard |
| Copy All | Copy shader code + scene YAML for debugging |
Construct automatically saves and restores:
| Setting | Description |
|---|---|
| Panel visibility | Which panels are shown/hidden |
| Panel widths | Size of each panel |
| Window geometry | Window size and position |
| Splitter state | Panel arrangement |
Settings are stored in:
~/.config/OctoMY/OctoMY Construct.confHKEY_CURRENT_USER\Software\OctoMY\OctoMY ConstructAccess the full material editor via:
| Button | Action |
|---|---|
| New material | Create a blank custom material |
| Save | Save changes to library |
| Save as copy | Create new material from current (use for built-ins) |
| Revert | Discard unsaved changes |
| Delete | Remove custom material |
The status bar shows error and warning counts:
Click the status indicator to see error details.
If multiple primitive definitions use the same GLSL function name, a warning appears. This typically only affects users who create custom primitives.
| Shortcut | Action |
|---|---|
| Ctrl+N | New scene |
| Ctrl+O | Open scene |
| Ctrl+S | Save scene |
| Ctrl+Shift+S | Save scene as |