Guide 2 of 3 · the calculator

3Draw with Equations

An equation is a drawing instruction: put a block everywhere this is true. The studio's graphing calculator turns one line of math into blocks on the same grid you paint and move by hand. You don't need to be good at math. You need about ten patterns, and they're all on this page.

01Where it lives

Panel: Graphing calculator → Plot an equation

  1. Type an equation in the box, or press one of the example buttons under it.
  2. Press Plot graph. The box tells you straight away if it can read what you typed.
  3. Drag to turn the result. Switch on X/Y/Z axes in the View / Telegraph Graph panel to see which way is which.
A voxel sine wave across the red x axis, with the green y axis upright and the blue z axis toward the viewer
y = sin(x)*6 with the axes on. x runs across, y runs up, and z comes toward you.

The grid runs from −14 to 14 on every axis, centred on the middle of the screen. Anything beyond that is cut off.

You can useWritten as
Variablesx y z
Arithmetic+ − * / and ^ for powers. Always write the *: 2*x, never 2x.
Functionssin cos tan · asin acos atan · sinh cosh tanh · sqrt cbrt abs · log exp · floor ceil round sign · min max pow
Constantspi tau e

Anything else is refused rather than guessed at. Equations typed into Text → object come out as lettering, not as a graph.

02Five kinds of drawing

What's on the left of the = decides what gets drawn.

FormDrawsTry
y = …x…a line on the flat back plane: one height for each xy = x^2/10
x = …y…the same, turned sidewaysx = cos(y)*7
z = …x, y…a surface: one block for every spot on the floor, raised toward youz = sin(x/2)*cos(y/2)*5
… = … (x, y only)a closed outline: every place the two sides matchx^2 + y^2 = 100
… = … (with z)a shell in 3D: every place the two sides matchx^2+y^2+z^2 = 144

Leave off the left side and the calculator picks for you. With only x it treats the line as y =; with y in it, as z =.

03Lines

Four moves shape any line. Try each on y = sin(x):

To…ChangeExample
make it tallermultiply the whole right sidey = sin(x)*6
stretch it widerdivide xy = sin(x/2)*6
move it upadd at the endy = sin(x/2)*6 + 4
slide it rightsubtract from xy = sin(x - 3)*6
Steep lines break into steps. y = x^3/50 leaves gaps where it climbs fast. Move everything to one side, y - x^3/50 = 0, and it becomes an outline that fills every block it passes through.

04Closed shapes

With an = between two sides and no z, you get every spot where they match: outlines. A circle is every point the same distance from the middle. That's x^2 + y^2 = r^2, so for radius 10 you write x^2 + y^2 = 100.

A heart outline in voxels
((x/10)^2 + (y/10)^2 - 1)^3 = (x/10)^2*(y/10)^3
A six-petalled flower outline in voxels
sqrt(x^2+y^2) = 9 + 3*cos(6*atan(y/x))

Circle, moved

(x-4)^2 + (y+2)^2 = 25

Radius 5, centred at x 4, y −2. Subtract to move right, add to move down.

Oval

x^2/144 + y^2/49 = 1

12 wide each side, 7 tall. The numbers under x and y are the half-widths squared.

Diamond

abs(x) + abs(y) = 10

abs folds the drawing into all four corners at once.

Square

max(abs(x), abs(y)) = 10

The bigger of the two distances reaching 10 is a square.

Flower

sqrt(x^2+y^2) = 9 + 3*cos(6*atan(y/x))

Distance from the middle wobbles 6 times around. Use an even petal count: atan only sees half a turn, so odd counts come out uneven.

Hyperbola

x^2 - y^2 = 25

Two curves bending away from each other.

05Landscapes

z = … gives every spot on the grid a height. Heights rise toward you, so the result reads like a relief map seen from overhead. Press ▲ a few times, or drag down, to look at it from the side.

Concentric voxel ripples like a pond
z = 3*cos(sqrt(x*x + y*y)) — a pond after a stone. The square root is the distance from the middle.
A curved saddle surface in voxels, clipped at the corners
z = (x*x - y*y)/10 — a saddle. Its corners pass ±14, so they're cut off.

Hill

z = 8*exp(-(x*x+y*y)/40)

Tall in the middle, fading smoothly to flat. The 40 sets how wide.

Dome

z = 10 - (x*x + y*y)/20

A rounded cap that drops off toward the edges.

Pyramid

z = 10 - max(abs(x), abs(y))

The square recipe, used as a height.

Stairs

z = floor(x/3)*2

floor snaps a slope into steps 3 wide and 2 high.

Egg crate

z = sin(x/2)*cos(y/2)*5

Bumps and dips in a grid.

Flat sheet

z = 6

A plane floating 6 in front of the back wall. Good for a backdrop.

06Balls, rings and tubes

Put z into an equation with an = and you get a shell: every block where the two sides match, in all three directions.

A voxel sphere
x^2+y^2+z^2 = 144 — every block 12 from the middle.

Egg / pebble

x^2/169 + y^2/81 + z^2/36 = 1

A ball squashed to 13 wide, 9 tall, 6 deep.

Ring (torus)

(sqrt(x^2+y^2) - 8)^2 + z^2 = 9

A doughnut facing you: 8 out to the middle of the tube, tube radius 3.

Double cone

x^2 + y^2 = z^2

Two cones point to point at the centre.

Box

max(abs(x), abs(y), abs(z)) = 10

The square recipe with a third direction: a hollow cube.

The one rule to know: the calculator looks along z

To find a shell, the calculator runs down each line of blocks pointing toward you and marks where the equation flips from inside to outside. A wall that lies along that line never flips, so it comes out as a few scattered posts.

Only four thin lines of voxels
x^2 + y^2 + 0*z = 36 — a tube pointing at you draws only four lines.
A full voxel tube lying sideways
y^2 + z^2 = 36 — the same tube laid along x comes out whole.
If a shape comes out hollow or patchy, turn it so its walls cross the z direction. Tubes lie along x or y, and rings face you.

07Build objects: min and max

This is where equations start to feel like drawing. First, write each shape as something = 0 by moving the number across: the ball x^2+y^2+z^2 = 144 becomes x^2+y^2+z^2-144. That expression is negative inside the shape and positive outside. Then:

You wantWrite
both shapes (A and B stuck together)min(A, B) = 0
only where they overlapmax(A, B) = 0
A with B carved out of itmax(A, -B) = 0
Two stacked voxel balls: a snowman
Snowman
min(x^2+(y+5)^2+z^2-64, x^2+(y-7)^2+z^2-25) = 0
A voxel mushroom: dome cap on a round stem
Mushroom
min(max(x^2+z^2-9, abs(y+6)-6), max(x^2+(y-2)^2+z^2-100, -(y-2))) = 0
A voxel planet with a flat ring
Ringed planet
min(x^2+y^2+z^2-49, abs(y) + (sqrt(x^2+z^2)-11)^2 - 1) = 0

Reading the mushroom

  • Stem: max(x^2+z^2-9, abs(y+6)-6) is a round post of radius 3, cut to the stretch between y −12 and 0. max keeps only the part inside both.
  • Cap: max(x^2+(y-2)^2+z^2-100, -(y-2)) is a ball of radius 10 centred at y 2, with everything below y 2 cut off. That leaves a dome with a flat underside.
  • Together: the outer min( stem , cap ) = 0 keeps both.

Half dome

max(x^2+y^2+z^2-144, -y) = 0

A ball with everything below the middle carved off.

Bitten apple

max(x^2+y^2+z^2-100, -((x-9)^2+y^2+z^2-25)) = 0

A ball with a smaller ball taken out of its side.

08After you plot

What you plot is ordinary blocks on the graph, so everything in 3Draw in the Studio works on it:

  • Paint the snowman's buttons and nose with Select mode and Selected voxel color.
  • Nudge pieces with X± Y± Z±, or Grow just the cap of the mushroom.
  • Scatter it with Entropy scramble, then Snap it back.
  • Light it from Light Settings, and export an STL to print it.

Your last drawing's recipe, equation included, is kept on your device, so the studio can rebuild it next visit.

09When it goes wrong

What happensLikely cause and fix
“Not readable as an equation”A missing * (2x → 2*x), a bracket left open, a letter other than x y z, or a double ==.
Part of the shape is missingIt runs past ±14. Make it smaller: divide the numbers, or use a smaller radius (= 144 is radius 12).
Only a few posts appearThe walls run along z. Lay the shape on its side (see the z rule).
A line has gapsIt's too steep for y = …. Write it as y - (…) = 0.
Nothing at allThe two sides never match inside the grid. x^2 + y^2 = -4 has no answers; check the signs.

10Recipe card

Press Copy and paste into the calculator.

Wave

y = sin(x/2)*6

Heart

((x/10)^2 + (y/10)^2 - 1)^3 = (x/10)^2*(y/10)^3

Flower

sqrt(x^2+y^2) = 9 + 3*cos(6*atan(y/x))

Pond

z = 3*cos(sqrt(x*x + y*y))

Hill

z = 8*exp(-(x*x+y*y)/40)

Ball

x^2+y^2+z^2 = 144

Ring

(sqrt(x^2+y^2) - 8)^2 + z^2 = 9

Snowman

min(x^2+(y+5)^2+z^2-64, x^2+(y-7)^2+z^2-25) = 0

Mushroom

min(max(x^2+z^2-9, abs(y+6)-6), max(x^2+(y-2)^2+z^2-100, -(y-2))) = 0

Planet

min(x^2+y^2+z^2-49, abs(y) + (sqrt(x^2+z^2)-11)^2 - 1) = 0