Manual / Drill data

Drill data

Once collar and survey files are in, ES3D desurveys every hole and renders traces, assay intervals and lithology in real coordinates. Everything here styles live and is scoped by the same query filters the models honour.

The drilling layers

X-ray keeps drilling visible through solids in front of it, drawn as a muted tint so the occlusion is still honest.

Downhole bar logs

Downhole bar logs drawn as grade histograms beside each drillhole trace.
Fig. 1Bar logs draw a grade histogram beside each rod — the classic stick-plot reading, in 3D.

Layers tab → Downhole bar logs → Show downhole bar logs. Each configured log picks an element and an axis mode (Log / Auto-fit / min–max), with length, width, offset-from-trace, azimuth and billboard controls, and its own colour scale. + Add bar log puts several elements side by side. Values past the axis cap clamp and draw a gold rim — an over-range value never silently disappears.

Intercepts

The intercept engine finds the best grade×thickness runs and draws them as callouts with leader lines to the exact interval. Controls: Grade (minimum average), Width (m) (minimum width), Parts (top-N — view-aware, so it ranks the holes currently in view) and Includes (higher-grade sub-runs reported inside each intercept). Callout labels are draggable, and their style — text size and colour, box, corner radius, bold — is editable, with a Reset all callout label positions escape hatch.

Finding and filtering holes

Several drillhole databases

Importing drillhole CSVs again adds a second database under Drillhole databases in the scene tree — styled independently, but coloured on the same ramps. The statistics panels grow a statistics source selector so a number is never ambiguous about which database it describes.

Statistics

Clearing the drill data

Layers tab → the foot of the Drillholes group → Clear drill data. Hiding a layer or removing a row from the scene tree is only a display decision — the holes stay loaded and the rows come back. This is the one control that actually drops them, so it confirms first and cannot be undone.

It takes the drillholes — every database, not just the active one — and everything derived from them: composites, downhole bar logs and intercepts, lithology legends, generated metal equivalents, planned holes, and the drill query filters and element colour ramps they were read through.

The workspace around them stands. Imported GIS layers, meshes and rasters are untouched, the project grid and Project CRS hold their registration, and the saved story keeps its scenes, cameras and narration — so you can clear one drilling database, import the next, and present the same story against it. Scene previews on the rail are deliberately dropped and regenerate as you revisit each scene: a baked photograph of drilling that no longer exists is exactly the kind of stale figure the app refuses to leave on screen (see Stories & sharing). A scene pinned to drill content replays without it rather than failing.

Not the same as New project New project in the top bar (see The interface) resets everything — imported layers and the saved story included. Clear drill data is the narrow version, for swapping the drilling out mid-build while the project around it survives. One exception, and the confirmation states which case you are in before you commit: if no imported layer is left standing on the project grid, the grid and coordinate system reset with it.
Fast by design Desurveying runs in a Rust→WebAssembly engine that is warmed while the app idles, so “Load sample” and your own imports land as a working 3D model in seconds.
ES3D Manual · updated 19 August 2026 Open ES3D What’s new Terms