Ray Sketch
Ray Sketch adapts the Imprint Sketch space engine for a positioned source. It retains architectural, cave, cavern, tunnel, canyon, clearing, abstract, connected-region, portal, material, echo-path, and glTF design tools.
Navigation
The NAV view places top and side projections together. Drag the source in the top view for X/Y movement and in the side view for X/Z movement. Solid paths run from source through an amber wall, floor, ceiling, portal, or echo point to the listener. Dashed inward arrows remain listener-relative arrivals when a procedural event has no honest bounce point. The navigation grid samples valid positions in connected volumes and stores a compact set of stable reflection slots at every cell.
Analysis Views
FIELD MAP plots every valid export cell over the room and highlights the same nearest-four inverse-distance blend used by Ambi Ray Encoder. Its elevation rail separates grid layers and keeps the current source and listener heights visible.
CELL MATRIX separates the source grid into one X/Y matrix per Z layer. Missing squares lie outside the connected room volume; numbered squares are the four cells currently feeding interpolation. Selecting a valid square moves the source to that exact export cell.
RAY TIMELINE is one response at the current source position, grouped by cause rather than by bounce order: direct sound, first-order boundaries, portals and chambers, structured echo paths, procedural scatter arrivals, and the late field. The three views are different readings of the same ray field, not independent response banks.
Export
Export Ray Field writes .s3gray for s3g Ambi Ray Encoder. The plugin follows direct sound continuously, morphs globally stable reflection slots between nearby cells, and drives a directional late field. The model is intended for repeatable musical space design rather than architectural prediction.
Ray Sketch also imports editable Imprint Sketch and legacy IR Sketch project JSON, so an existing designed space can become a Ray Field without rebuilding its geometry.