Arkestra Studio
Arkestra Studio is the built-in ISF shader editor. Use it to create generators and effects from scratch, modify existing shaders, and publish them to the community. Changes are reflected in your track in real time.
Opening Studio
Section titled “Opening Studio”From a track (in-place editing):
- Right-click any shader in the Add Content browser → Edit in Studio
- Select an effect in a chain, then click Edit in Studio in the inspector
- Click New Layer or New Effect in a chain to create a new shader from a template — Studio opens immediately
From My Effects (standalone):
- Open the dashboard and go to the My Effects tab
- Click any shader to open it in the full-page standalone editor with a side-by-side live preview
The interface
Section titled “The interface”Studio opens as the left sidebar panel. It has three main zones:
Header
Section titled “Header”- Shader name — click the pencil icon to edit the name and category
- An orange dot appears when there are unsaved changes
- A type badge shows the shader kind: Generator (orange), Effect (purple), Feedback Effect (red), or 3D Displacement (emerald)
- ✕ closes Studio and discards any unsaved changes
| Tab | Icon | What it does |
|---|---|---|
| Chat | message bubble | AI-powered conversational shader generation and modification |
| Parameters | sliders | Edit ISF parameter metadata (names, ranges, defaults) |
| Fragment | </> | Edit the GLSL fragment shader source directly |
| Vertex | cube | Edit the optional GLSL vertex shader source |
Footer
Section titled “Footer”- Close — discard changes and restore the shader to its state before Studio opened
- Save As — save a copy under a new name (available when editing an existing shader)
- Save / Update — save changes; opens the Details dialog to confirm name, type, category, and publish state
Live preview
Section titled “Live preview”As you edit — whether through the AI chat, the code tabs, or the Parameters tab — the shader is compiled and swapped into your track’s chain with a short delay. Parameter values, mappings, and mixer settings are preserved across each preview rebuild.
Compilation errors are surfaced automatically; the previous working version stays active in the track until the shader compiles cleanly.