Manual / Colour, legends & filters

Colour, legends & filters

Every layer is styled from the Layers tab's scene tree, every colour decision flows through one display-scale authority, and the legend on screen is always exactly what the canvas draws. (One share option can withhold the legend itself on phones — see Minimal chrome on phones; the rule here is that a legend, when shown, never disagrees with the canvas.)

The scene tree

Layers group by kind — Drillholes, Drillhole databases, Terrain, Vectors, Block models, Surfaces & models — plus your own folders. Each row: a drag grip (or focus + arrow keys) to reorder, the eye toggle, a type glyph, the name (double-click to rename), Zoom to this layer, the pencil Edit layer, a download button where an honest export exists, and Remove.

Layer styling

The pencil panel always leads with Transparency, then the controls the layer kind supports: Colour by attribute (numeric or category), colormaps, flat colour, point size / line width / fill opacity, outlines, 3D sphere markers, elevation nudge, Drape on terrain with its own opacity, Conform to terrain, raster stretch with percentile clips, hillshade sun controls, contour interval / explicit levels / labelling, X-ray, display cutoffs and a confidence wash.

A polygon fill you have switched off isn't stored in the project file. Filled claim blocks and mapped units are by far the heaviest thing a polygon layer carries — on a real deck, one claims layer's hidden fill was a ninth of the whole file — so a project saves the outlines and the source boundaries, and rebuilds the fill from those the moment you turn Fill polygons back on. There is a short pause the first time on a big layer, and then it behaves exactly as before: same shape, same colour, same query filtering. Because it is rebuilt rather than replayed, it settles onto whatever terrain is loaded at that moment — which is what you want if you have since loaded a better DEM, and worth knowing if you have removed the one it was drawn against. A fill that is on when you save is stored as it is, and so is one on a layer whose source boundaries weren't kept.

Effects give a layer presence without lying about data: Outline, Shadow, Glow and polygon fills, each with intensity, opacity, size, softness and direction controls. Labels come per layer: Label by attribute, size, halo, a max-label budget and an attribute filter for which features get labelled.

Classification

Rock-sample points classified with the Log (geometric) method, with the class editor open.
Fig. 1Surface geochem classified into classes — the editor shows the method, the classes, and the same colours the canvas draws.

Classify… turns a continuous ramp into legend classes. The five methods say what they're for, in the app's own words:

MethodWhen to use it
Natural breaks (Jenks)“Cuts where the data already clusters — background vs anomalous populations.”
Equal count (quantile)“Equal number of samples per class — good for ranking, hides real gaps.”
Equal interval“Equal-width classes — simple, but skewed data collapses into one colour.”
Log (geometric)“Equal multiplicative steps — the honest default for log-normal geochem.”
Manual cutoffs“Your own cutoffs — statutory or assay thresholds (e.g. 100 / 500 / 1000 ppb).”

Pick 2–12 classes; skewed data gets a gentle nudge toward Log. No-data always renders in a dedicated slate — never gold, never a class colour. Clear returns to the continuous ramp.

Grade legends

Assay colouring is a per-element display scale — theme, colormap, bins, ramp min/max — shared by the drill intervals, the block model and the on-canvas legend, so a colour means one thing everywhere. Numeric drill attributes default to binned scales with sensible grade bins; edit them once and every surface follows.

Query filters

Both the drillholes group and any attribute-bearing vector layer take a named query filter (the same editor everywhere): conditions on any column, Match all / any, per-condition negation — plus intercept conditions for drilling (see Drill data). Filters save with the project, apply per scene, and always show their matched count. What a filter hides, every legend, label and export respects.

Filtering a vector layer from Ask

The Ask assistant can set and clear these filters for you. Name the layer and the cut — “filter Soil geochem to Cu over 400”, then “clear the filter on Soil geochem”. Use the layer's name as it reads in the scene tree: Ask is handed the roster of filterable vector layers, their attribute columns and any filter already on them as part of the project overview, so it aims at a real layer instead of guessing at one. A name that matches nothing, matches two layers, or names a layer that cannot carry a filter (a raster, a mesh) is refused and you are asked which you meant — it never picks for you. Mention no layer and the filter goes to the drillholes, as it always has.

Conditions on a vector layer are numeric only — the six comparisons (=, !=, >, <, >=, <=) against a number, each negatable, combined with Match all / any. Drillhole filters go further: they also take category columns (lithology codes, hole IDs) and intercept criteria. A vector layer takes neither, and a column the layer doesn't carry rejects the whole request rather than applying the rest of it — a filter naming a column that isn't there would report itself applied and change nothing on screen.

A filtered layer's legend key states what it is withholding. The card reads “Filter ‘name’ — N of M features shown”, counting features rather than the vertices that draw them, and it says the same thing on screen, and on the deck slide. The one exception is a line or polygon layer restored from an older project file, where the counts cannot be narrowed to the filter at all: the card says exactly that, rather than presenting full tallies as filtered ones. Keys count only what the map actually draws, so a layer switched off — or one sitting inside a folder you've hidden — is no longer keyed at all.

ES3D Manual · updated 13 August 2026 Open ES3D What’s new Terms