The Design Studio
Preparing your studio…
4.5 × 9 cm
Live preview
Bevel0%
Type width × height in the Custom row for any size (up to 50 cm) — they don't have to match.
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200 units × AED 6.20
AED 1,240
Made to order — typically ships in a few business days
🚚 Free shipping · VAT calculated at checkout
Total
AED 1,240
AED 6.20 per unit · 200 units
Design Studio v5.0
📚 All versions →
Captures render/lighting/material settings, per-finish PBR + custom maps, and custom lights → downloads a JSON and saves it so it auto-loads as your defaults next time. (Bag artwork/patterns are the customer's design, not captured here.)
Loading
How long the full-screen loader is held (minimum) when opening a saved design or template, so the layers, dieline and mockups finish loading behind it instead of flashing in empty. Default 1 s of padding after the design is really in; 0 = reveal as soon as ready.
FX Debug — isolate lag
Each toggle fully skips that effect's render work in the 2D editor AND the photoreal Preview (a real perf lever, not a cosmetic hide). Turn one off at a time to find which finish is slow.
Bloom and the checkerboard mirror the toggles already in Mockup / Areas below — flipping either copy flips both.
Snapping
How close (screen px) an area corner must come to another area's corner before it snaps to it. 0 = off.
Draws the SVG dieline's snap targets as blue dots while editing areas. Snapping works either way — this only shows/hides the dots.
Fine-tune where the harvested snap points sit on the dieline: pick which point types to keep, nudge them in board px (+Y = down), scale about the dieline centre.
Areas
Font size of the area NAME labels drawn on the dieline overlay — each label sits centred on its area.
Paint-to-areas overlay
The blue highlight + outline shown over each printable area while a customer is “painting” a background onto areas (tap the paint icon on a picked colour). Tune how it looks — changes apply live.
Overlay (fill) colour
Outline colour
Total time of the one-shot flash (rise + fade) when paint mode arms. The “Keep pulsating” tick below breathes continuously and ignores this.
How solid the blue tint is inside each area. Painted areas fill to this; unpainted areas gently pulse below it.
Thickness of the blue border around each area. 0 = no outline.
Analyze shapes
Tuning for the ✨ Analyze all shapes detector (Areas section): it rasterizes the dieline, flood-fills every enclosed white region and snaps each to a rectangle / square / circle / beveled rectangle — anything else keeps its traced outline. Changes apply on the next run.
A pixel counts as LINE-work when any colour channel falls below this — raise it to catch fainter lines, lower it to ignore light shading.
Regions smaller than this share of the dieline's bounding box are ignored — filters out specks, text counters and glue-tab slivers.
Douglas–Peucker tolerance (board units) for traced outlines — higher = fewer corners on polygon areas.
How far a region may deviate from its bounding box and still snap to a clean axis-aligned rectangle.
4-corner regions whose angles sit within this of 90° classify as (possibly rotated) rectangles instead of free polygons.
Circularity (4πA/P²) needed to snap to a circle/ellipse — lower catches sloppier circles but may swallow rounded rectangles.
Raster size the detection runs at — higher is more precise on fine dielines, lower is faster.
Tag Shape
Corner rounding for the Rounded rectangle & Rounded square shapes. 0% = sharp, 100% = fully round.
Extra breathing room around the tag in the 2D editor. Higher = more zoomed out. The editor also zooms out automatically as the bottom sheet covers more of the canvas.
String-hole centre distance from the tag's TOP edge — kept constant (mm) at every size & shape.
Mockup Finish FX
Photoshop-parity finish controls for the Preview. All four surface treatments — FOIL (metallic, layer colour), SPOT UV (clear coat), EMBOSS and DEBOSS (relief) — carry the same six layer effects with their own independent values: Gradient Overlay, Bevel & Emboss, Texture, Colorize, Inner Shadow and Drop Shadow. Recipes persist into the published template.
Image overlays (advanced)
Optional uploaded image skins that stack under the same finishes (a full opaque foil skin replaces the metallic base). Gradient overlays are managed in FOIL above.
Foil overlays
Gloss overlays
Layer FX mask
Select a layer, then refine the mask its foil / gloss / emboss uses.
Motion & Intro
Custom sound effects
Bag rendering
2D editor
Depth used by each layer's Emboss / Deboss buttons (applies live to layers already set).
Smallest size a graphic can be shrunk to with the resize handles.
How often the 3D live preview re-renders while you edit in 2D. Higher = smoother 2D editing (lower FPS cost); 0 = real-time.
2D preview
PBR Range Limits
Pattern UV Stretch
Pattern Thumbnails
Kraft Overlay (kraft1.png)
Artwork
Working resolution for sticker artwork & SVG rasterizing. Higher = sharper (esp. large stickers), but slower recolor. Re-applies to existing stickers live. Max raised to 8192 for limit-testing — very high values may stall or crash the tab.
Supersamples the colour atlas (2048² → ×N) so a SMALL tag gets more pixels in Edit mode — e.g. 4.5×9 cm goes from ~61 to ~122 px/cm at 2×. Same cm size, dieline & print; just crisper text/art. Heavier RAM; re-bakes live.
3D Quality
Resolution of the material-finish maps (gloss / matte / soft-touch / foil) + emboss. Higher = crisper foil & finishes (2048 = 1:1 with the colour atlas). 4096 is heavy; 8192–16384 are for limit-testing and may stall or crash the tab. Re-bakes live.
Supersamples the whole 3D view (renderer pixel-ratio ×). Higher = sharper edges & metallic reflections, lower = faster. Clamped to keep the buffer safe.
Neutral snap (per layer type)
Colors below this saturation (near the color-wheel core) snap to pure white or black, per layer type. 0% = off.
Performance — slider FPS
Every slider re-bakes the 2048² atlas; these cut the work while dragging (full-quality bake on release). Top 6 are safe defaults; the last two are opt-in.
UI
Undo/redo buttons are removed from the viewport by default (⌘Z / ⇧⌘Z still work). The 3D/2D toggle now sits top-right; undo/redo, when shown, sits top-left.
HDRI Environments
Click a slot to load an environment
Load your own .hdr (true HDR — best lighting) or an equirectangular .jpg/.png. Replaces the active environment.
Darkens only the background (not the lighting), and only in dark mode.
Scene Lights Rotation
◆ Realism Engine
Performance HUD
Live stats so you can see how each setting affects speed. “mobile~” is a rough estimate — phones render roughly 3–4× slower than this Mac.
Render
Contact Shadow (real)
Floor / Ground
Floor color
Lower roughness → sharper reflections. Reflectivity = how strongly the environment shows in the floor. Opacity fades the whole floor out.
Mockup preview — AO map
Blend mode
Softly glows the design's bright spots (foil / gloss highlights). Sourced only from the printable area (the mockup mask) — the background never blooms.
Post-Processing (heavier)
Master switch. Adds a studio backdrop while on (post is opaque).
Darkens crevices & where surfaces touch — soft shading in corners that adds depth. It's the heaviest effect, so it's OFF by default.
Makes the brightest spots (foil, gloss highlights) softly glow, like a camera blooming on a light.
Blurs the background & foreground so the bag stays sharp — that shallow "product-photo" look. Heavy; off by default.
Gently darkens the corners of the frame to draw the eye toward the centre.
Final colour tweak — saturation, contrast, brightness — like a photo filter applied over the whole view.
Smooths jagged "staircase" edges on the model. Very cheap — fine to leave on.
Light Layers
Null line color
Material Finishes — PBR & Custom Maps
One card per finish. Each has roughness / metalness / transmission, a tiling control, and custom maps — albedo (blend mode + opacity), normal, roughness, metalness, AO (each with strength). Maps apply when that finish is selected on the bag.
Remove background
Crop
Drag the box edges or corners in the preview to crop the artwork.
Auto-detect samples the corners. If it misses, click Pick color then click the background in the preview.