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3D viewport ​

A 3D scene inside your 2D graphic: a layer that holds 3D objects, lights and a camera, and draws what the camera sees. It plays in airZ Editor and airZ Engine; other players show the rest of the graphic and the viewport's poster.

A small product set on the stage: a chrome ball, a gold box and a red torus on a dark sweep, lit by a sky and two softboxes

Adding one ​

The 3D button in the top bar adds a viewport that fills the artboard. Its small arrow opens the 3D menu, where 3D Viewport does the same. Adding any 3D object when the artboard has no viewport makes one first.

A new viewport comes with a Key Light and a Camera, and plays through that camera. Its background is transparent: the 2D artwork around and behind it shows through.

A viewport is a layer like any other. Move it, size it and order it in the Hierarchy; the 3D objects it holds are listed under it, with the sky last.

Looking around the stage ​

The camera that plays is one thing; the view you work in can be another.

ToDo this
OrbitAlt + drag on the viewport
Slide sidewaysAlt + middle drag
Move in and outAlt + right drag
Jump to a viewClick a face of the view cube in the viewport's corner, press a view key (below), or Stage view › Views
See the other sideClick the face you are already looking at straight on: Top turns to Bottom
Frame an objectThe frame icon in its inspector, or 3D › Frame selected
Go back to what playsThe Camera button under the view cube, 0, Stage view › Look through › The camera (what plays), or 3D › Look from › Camera

The Camera button under the view cube is lit while the stage looks through the file's camera. Click it to look through the camera; click it again to go back to the editor view, where you left it.

The view cube showing Front, with the Camera button under it lit blue while the stage looks through the file's camera

View keys work while the artboard has a 3D layer, from the number row or the number pad:

KeyView
1, 3, 7Front, right, top
Ctrl+1, Ctrl+3, Ctrl+7The opposite sides: back, left, bottom
0Look through the camera; press again to go back to the editor view

They are in the 3D view group of File › Keyboard shortcuts, where you can change them, and the top bar's Look from menu shows them beside each view. See Keyboard shortcuts.

Orbiting switches the stage to the editor camera. It never changes the file: the graphic always plays through the scene camera.

Selecting and moving objects ​

Click an object to select it; Shift or Ctrl + click adds to the selection. Click empty space in the viewport to select the viewport itself. With an object selected, drag on empty space to draw a selection box.

KeyTool
VSelect: dragging moves the object
QMove, with arrows along each axis
WRotate
EScale

Hold Shift while dragging to snap: 1 cm, 15°, ×0.1. With Snap on, snapping is always on and Ctrl suspends it. Alt or Ctrl + drag leaves the original where it was and moves a copy.

Gizmo axes sets whether the arrows follow the object's own turn (Local) or the world's (World).

The 3D section ​

Select the viewport to see its settings, under the usual layer rows. Rows with a diamond can be keyed in Animate mode and bound to data. A row that picks one of a list, such as Camera or the colour mode, switches exactly at its key, with nothing in between; a number moves smoothly from key to key.

The 3D section of a viewport's inspector

RowWhat it does
CameraWhich camera plays: Default: matches the screen, or any camera by name
Blend to, Camera blendWith two cameras or more: a second camera, and how far the shot has moved to it, 0–100 %. Key the blend to move from one to the other; a key on Camera cuts, and its track names each camera across its span. Bound to a number, the list shows each camera's number before its name
BackgroundA colour behind the scene, and its opacity. 0 % — the default — is transparent
Sky and what followsThe environment the scene reflects, its strength and its reflection cards. See Sky and reflection cards
OutputSDR: sRGB, as the 2D artwork (the default), HDR: PQ (BT.2100) or HDR: HLG (BT.2100). PQ adds Peak, in nits. HDR is worth it only when the playout chain carries 10 bits
FogTowards a colour with distance: a Fog colour, where it starts and where it is complete
Ambient, Ambient levelA flat light everywhere, and how much
ExposureHow bright the whole picture is before its colour mode
ColourHow light becomes colour — see below
PosterA still that other players show in the viewport's place

Colour ​

ChoiceFor
Graphics: as pickedThe default. Colours come out as you picked them: brand colours stay brand colours
Cinematic: film lookA film curve: bright light rolls off softly into highlights, the look of a lit set
Neutral: true coloursA film curve that keeps picked colours true on lit surfaces

With Neutral, the panel adds: "Keeps picked colours true on lit surfaces. A strongly glowing colour still turns white, so keep a glowing brand colour at a Glow strength near 1."

The poster ​

Players that do not draw 3D show nothing in the viewport's place — unless it has a poster. Make takes a still of the 3D at the playhead. When the scene changes, the row reads Older than the scene; Update takes a new one. Preflight reminds you when a viewport has none.

Stage view ​

How the stage shows the scene while you work. None of it goes to air.

RowWhat it does
Look throughThe camera (what plays) or Editor camera: Alt-drag orbits
ViewsFront, Back, Top, Right, Left, Bottom, through the editor camera
GridA floor grid on the stage
Gizmo axesLocal (the object's own) or World
SnapSnapping always on, or only while Shift is held

Mask ​

Mask with shows the 3D only inside a 2D shape on the artboard, as the shape is drawn. Animating the shape does not move the mask. A shape with no closed outline masks the whole layer away, and the panel says so.

Bloom ​

Bloom: bright parts glow.

RowWhat it does
ThresholdHow bright a part must be to glow
IntensityHow strong the glow is. Key it from 0 to make a glow swell in
RadiusHow far the glow spreads

Bloom on or off is fixed when the graphic loads: to make a glow appear or fade, key Intensity.

Finish ​

Finish puts a final look over the whole 3D picture: a colour grade, darker corners and film grain, the way a colourist finishes a shot. With any of them on, the section says "Applied last, over everything else. The key (alpha) is never touched.", so the layer still keys cleanly over what is behind it.

The Finish section: Look (.cube) set to No look, Corners darken on with its Amount and Softness, Film grain on with its Amount and Size, and the notes under them

RowWhat it does
Look (.cube)A colour grade from a .cube look file. No look is first; then the document's looks by file name; Import .cube… at the end adds one
StrengthHow much of the look is applied, 0 to 100 %. Shows while a look is chosen
VignetteTick Corners darken for darker corners. It starts at 30 %
Amount, SoftnessHow dark the corners go, and how gradually
GrainTick Film grain for moving grain over the picture. It starts at 30 %
Amount, SizeHow strong the grain is, and how big each grain is, in px

Grain moves every frame, so it shows on a still picture too. Every value can be keyed on the timeline and bound to data, like the other 3D numbers, and each change is one undo step. The assistant can set the look's Strength, the vignette and the grain; choosing or importing a look is done in the section itself.

A look file that can't be used shows a warning mark in the field and one sentence under it saying why, for example "This look can't be used: the file is incomplete (27 colours expected, 1 found). The picture is not graded." Its Strength row hides until you choose another look.

A studio set with no finish: a chrome ball, a gold box and a black cylinder on a grey floor

The same set with a teal-and-orange look, darkened corners and film grain

Ambient occlusion ​

Occlusion: corners catch shade — where a wall meets a floor, where an object stands on the ground. Radius is how far around each point it looks; Strength how dark a closed corner goes, and it can be keyed. It shades the soft light from the sky and ambient only: a light's direct beam, and unlit surfaces, are left as they are. An orthographic camera does not draw it. Where airZ Engine traces, Traced ambient occlusion works this shade out with real rays: see Ray tracing.

Touch ​

On touch: a drag turns the camera around what it is looking at, for a studio touchscreen. Sensitivity is how far a drag across the screen turns it. Max turn ↔ and Max turn ↕ say how far a drag may turn the camera from the shot, left or right and up or down, in degrees either way (up to 180° and 85°); 0 is no limit, and the row shows "free". Set them for a live scene, so a viewer can't turn it round to its unlit back or under its floor.

The turn starts from the camera the file was made with, so a graphic nobody touches plays exactly as designed. Tap name to writes the name of a tapped object into a text property, and Tap fires fires a trigger — both need such a property in the artboard's data.

The Touch rows: On touch, Sensitivity, Max turn ↔ at 35° and Max turn ↕ at 0, marked free

Shadows ​

Shadows: from the first two lights that cast. Map size trades sharpness for cost (512 — soft, cheap, 1024, 2048 — crisp); Bias stops a surface shadowing itself; Softness gentles the edge. Which lights cast is set on each light: see Lights and cameras.

Quality ​

Preset sets the section in one choice, and the line under it says what it sets:

PresetWhat it sets
Fast2× MSAA, 75 % render scale, 512 shadow maps
Balanced4× MSAA, full scale, 1024 shadow maps. A new layer starts here
HighTemporal smoothing, 2048 shadow maps, traced shadows and ambient occlusion
MaximumTemporal smoothing, 150 % render scale, 2048 shadow maps, traced shadows, reflections, ambient occlusion and global illumination

What the layer costs. A line under the preset says how long the layer takes to draw, for example "About 3.5 ms a frame on the reference card: 21% of this document's 16.7 ms frame." A 3D layer may take up to half the frame. Past that the line turns orange, says playout may drop frames and that a lighter preset brings it down. When ambient occlusion is on and not traced, it adds what that alone costs, for example "ambient occlusion alone is about 6 ms". The figures are measured on airZ Engine's reference card at 1080p and err on the high side: about 2 ms for Fast, 3.5 for Balanced, 11 for High and about 32 for Maximum with its global illumination, so Maximum warns at 59.94 and 50 frames a second.

Ambient occlusion on a video wall. The usual (untraced) ambient occlusion costs more the more pixels the layer has: on a 5760×1080 wall it takes about 16 to 32 ms, more than half a frame. On a layer that size an orange line says so: "Ambient occlusion alone is about … ms on a layer this size, more than half the frame. Trace it (Ray tracing › Traced ambient occlusion, about … ms) or turn it off." Traced, it costs about 2.8 ms at 1080p and 3.5 ms on the wall, so a wall graphic that needs contact shade should trace it.

Where the layer cannot be traced. On a traced layer, a line under the frame cost says what the whole layer costs where airZ Engine cannot trace, for example "Where airZ Engine cannot trace, the layer plays untraced at about 6.0 ms (36% of the frame)." Past half the frame it turns orange: "Where airZ Engine cannot trace, the layer plays untraced at about 35.0 ms, more than half the frame, so playout may drop frames there."

You can also ask the assistant for a preset, for example "put this layer on Maximum".

Change any of those rows by hand and the preset reads Custom. A preset never touches the look (bloom, fog, exposure, colour, sky, background, or whether shadows are on) or deep output.

To edit a heavy scene comfortably without changing the file, preview it at a lighter preset instead: 3D: as file ▾ in the top bar draws the stage at Fast, Balanced, High or Maximum while the file keeps its own quality. See Top bar.

RowWhat it does
Anti-aliasingOff, 2× MSAA, 4× MSAA (the default), 8× MSAA, or Temporal smoothing. The MSAA options smooth edges; Temporal smoothing blends each frame with the ones before it, each drawn a fraction of a pixel apart, so fine patterns, thin lines and highlights stop crawling and shimmering, and a still frame keeps getting smoother. Picking an MSAA option again brings back the count you had
Render scaleHow many pixels the layer draws before it is scaled to the frame: 50 % to 200 %. Lower costs less; higher is sharper
Deep output16 bits on a 16-bit playout channel, for smoother gradients
Ray tracingTraced shadows, reflections and ambient occlusion, and global illumination — see below
UnitsWhether lengths read in Pixels (1 px = 1 mm) or Metres

Temporal smoothing and cuts. With it picked, the section says: "Each frame is blended with the ones before it, so fine detail and highlights stop crawling. The first frame after a cut is not yet smoothed." It settles within a few frames, and moving objects leave no trail.

When the viewport uses shader looks, a line says what they cost a frame, and warns when they take a large share of it.

Ray tracing ​

Ray tracing On traces shadows, reflections and the contact shade through the scene, on a graphics card that can trace. Traced shadows, Traced reflections and Traced ambient occlusion choose which; turning Ray tracing on ticks all three. Which surfaces reflect is each material's Reflection and Roughness; which objects cast is their Shadows › Casts.

Traced ambient occlusion is the soft darkening where things meet (under a ball, along a shelf, in a corner) worked out with real rays instead of from the picture. So it is right even for things the camera can't see, with no grey halos round edges. It needs Ambient occlusion on; while that is off, the row says "Traced ambient occlusion needs Ambient occlusion on: it traces the shade that switch turns on." With Temporal smoothing it is smooth; without it, it shows a fine grain. Where the layer is not traced, it uses the usual ambient occlusion, unchanged.

Global illumination makes light bounce between surfaces the way it does in a real room: a red wall tints the white floor beside it, the ceiling picks up light from the lit floor, and a corner is darker than the middle of a wall. Ambient stays exactly as you set it, as your fill: global illumination adds the bounced light on top, off lit surfaces and from the studio or sky around the scene (shadowed where it can't reach, bounced where it can). Turning it on never makes a scene darker. It shows most in a set lit by its lights rather than by a strong flat fill: lower Ambient and raise the lights, and the bounce does the work. It needs Ray tracing on. The Maximum preset turns it on (about 0.9 ms more at 1080p); on any other preset, ticking it makes the preset read Custom. While it is on:

RowWhat it does
BounceHow strong the bounced light is, 0 to 400 %; 100 % is physically true. It can be keyed and bound to data

The note under it reads "Light bounces between surfaces: a red wall tints the floor beside it, and a corner is darker than the middle of a wall. It adds to Ambient, so it shows most when the set is lit by its lights with Ambient low. Traced where airZ Engine allows it; everywhere else the layer keeps its flat ambient."

To see it, lower Ambient and light the set with lights: the colour bleeding off a wall, the pools of light and the way objects sit on the floor come from the bounce, and a strong Ambient fill all but hides them.

The same news set at Maximum without global illumination: two spotlights and a flat Ambient fill, every shaded surface the same grey

The same set with global illumination, Ambient lowered and the lights raised to the same brightness: warm light bounced off the orange panel and the floor onto the wall and ceiling, cooler light by the blue panel, pools of light, and the desk and block grounded When a light changes on air, for example a cue switching the key light on, the bounce catches up within a fraction of a second.

Ray tracing on, with Traced shadows, Traced reflections, Traced ambient occlusion and Global illumination with its Bounce row and note, the line saying how the stage shows it, and what tracing costs a frame

A line under it says how the stage shows it:

The line readsWhat it means
Previewed traced here, as airZ Engine draws it.This computer traces: the stage shows what plays
Switching the stage to traced…Getting ready; seconds on a heavy scene
Not traced here: this computer can't trace. At playout it is traced where the machine can.This graphics card cannot trace; the stage shows the scene without it
Not traced here: Settings › Preview is Compatibility.Tracing is off for the stage in Settings. Click the line to open them

A cost line estimates what tracing takes a frame. Tracing is heavy: check Preflight before air.

The 3D menu ​

The small arrow beside the 3D button:

EntryWhat it adds or does
3D ViewportA new viewport
Import Model…A model from a file: see 3D objects
Shader background (full frame)…A full-frame backdrop drawn by a look, in a viewport of its own
ShapesCube, Plane, Sphere, Cylinder, Cone, Torus, Disc, Cyclorama
LightsDirectional, Point, Spot, Hemisphere, and Sky…
3D Text, 3D GroupText with depth; an empty group
Surface from shape, Extrude shapeA 2D shape made 3D
Card: artboardAn artboard shown on a card in the scene
Camera, Tracked camera (FreeD)A camera; one that follows a real camera head. See Camera tracking
Tracking simulator, Delay tuning, Lens calibrationTools for tracked cameras
Look fromCamera, Editor, Front, Back, Right, Left, Top, Bottom, each with its key
Frame selectedFrames the selection in the editor camera
Gizmo axes, SnapThe same switches as Stage view

See also ​

airZ Editor manual