# Welcome to Vectary Docs

Meet Vectary, an online platform for creating and managing interactive 3D and AR designs that inspire, educate and solve problems. ‍No downloads, no-code: all in the browser.

{% embed url="<https://www.youtube.com/watch?v=9O_Zi9lYnCU>" %}

<br>


# Getting started

Initial information about the Vectary platform, helping to get started quickly and efficiently.

#### &#x20;For more details, explore the following sections:

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>System requirements</strong></td><td><a href="/pages/n1dt4VkaepfAGxkmOOq7">/pages/n1dt4VkaepfAGxkmOOq7</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>User interface</strong></td><td><a href="/pages/PatHuFbRt047cEV6LtY4">/pages/PatHuFbRt047cEV6LtY4</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Rendering</strong></td><td><a href="/pages/VabHhnKUP64r5AcB4cGd">/pages/VabHhnKUP64r5AcB4cGd</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Dashboard</strong></td><td><a href="/pages/MVJcxNphlYRgjDaAlvvR">/pages/MVJcxNphlYRgjDaAlvvR</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Account settings</strong></td><td><a href="/pages/V63Kj94MrLK4OEM4Hceg">/pages/V63Kj94MrLK4OEM4Hceg</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Roles</strong></td><td><a href="/pages/Xs3k3XrNVGc9vb55PSCs">/pages/Xs3k3XrNVGc9vb55PSCs</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Scene orientation</strong></td><td><a href="/pages/YSZ3lgZAQKwINZVExc6v">/pages/YSZ3lgZAQKwINZVExc6v</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr></tbody></table>


# System requirements

A powerful machine is not required to create in Vectary

Projects created in Vectary run seamlessly across all devices and operating systems through [WebGL 2.0](https://www.khronos.org/webgl/) in the browser.

Minimum Hardware Requirements for Vectary Studio:

* 2.0 GHz multi-core processor
* 8 GB of RAM or higher
* Graphics card with at least 1 GB of dedicated or shared video memory

{% hint style="warning" %}
Please note that on low-performance devices, scene quality may be automatically reduced to maintain optimal performance.
{% endhint %}

\
We highly recommend using the **Google Chrome** browser for the best possible experience, due to the limitations on key technologies used by Vectary in other browsers.<br>

{% hint style="info" %}
On desktop and laptop computers equipped with multiple graphics cards, ensure that Vectary Studio is running in the browser using the dedicated, high-performance graphics card for optimal results.
{% endhint %}

Vectary Studio is not optimized or intended for use on **mobile devices**. However, certain actions can still be performed from mobile devices if the browser is set to desktop mode. Please note that the experience will be significantly limited. It is recommended to use a computer for the best results.


# User interface

Explore the intuitive Vectary Studio interface

The UI of Vectary Studio can be described as modern, user-friendly, and intuitive. It follows common design standards, making it easy to navigate without requiring extensive learning.

<figure><img src="/files/iv3gioZjcO8MsY2i4PBi" alt=""><figcaption><p>click to enlarge the image</p></figcaption></figure>

<table><thead><tr><th width="123.87109375">UI</th><th width="444.83203125">Description</th><th>Related topics</th></tr></thead><tbody><tr><td>Top bar</td><td>The top bar includes the menu, tools, mode switching, and a button to share the project.</td><td><a data-mention href="/pages/uWKXAUTz832Tie4I8NCt">/pages/uWKXAUTz832Tie4I8NCt</a><br><a data-mention href="/pages/WSeY9R7GnJEXhaEPGzvL">/pages/WSeY9R7GnJEXhaEPGzvL</a><br><a data-mention href="/pages/LyoHA3DPjwdzEUEtGKnz">/pages/LyoHA3DPjwdzEUEtGKnz</a><br><a data-mention href="/pages/0cJPTAnnMAAP4ja5rzdp">/pages/0cJPTAnnMAAP4ja5rzdp</a><br><a data-mention href="/pages/baXWptPJxEs7Io0FDNo4">/pages/baXWptPJxEs7Io0FDNo4</a><br><a data-mention href="/pages/P6tj1SShu9NXyYiWhVlz">/pages/P6tj1SShu9NXyYiWhVlz</a></td></tr><tr><td>Left panel (scene panel)</td><td>The panel displays the entire structure of the project (objects, modifiers, UI, lighting, etc.). In the Workspaces tab, access is provided to all user projects that can be imported into the current scene.</td><td><a data-mention href="/pages/ffIXa4uwkfsuBpD26u9o">/pages/ffIXa4uwkfsuBpD26u9o</a><br><a data-mention href="/pages/hLabMzkA9WD2d0db2IoI">/pages/hLabMzkA9WD2d0db2IoI</a></td></tr><tr><td>Right panel </td><td><p>The properties panel dynamically displays settings based on the current selection. When no object is selected, the panel shows the canvas settings by default.</p><p><br>When no object is selected, the scene settings are displayed. To return to the scene settings, press <code>Esc</code> or left-click on any empty area of the canvas.</p></td><td><a data-mention href="/pages/vRkWlUhFlCmwzcYkIto4">/pages/vRkWlUhFlCmwzcYkIto4</a><br><a data-mention href="/pages/0MDrTajxvB6v5ikOFFJ3">/pages/0MDrTajxvB6v5ikOFFJ3</a><br><a data-mention href="/pages/DOgZzgyGsW0zgzqrIxaZ">/pages/DOgZzgyGsW0zgzqrIxaZ</a><br><a data-mention href="/pages/FwgbTVE1m18wnkEGbYB1">/pages/FwgbTVE1m18wnkEGbYB1</a><br><a data-mention href="/pages/X8nfojuqMc3VCBg3REA7">/pages/X8nfojuqMc3VCBg3REA7</a><br><a data-mention href="/pages/sajFscfhJhwltHrPa5Ln">/pages/sajFscfhJhwltHrPa5Ln</a><br><a data-mention href="/pages/69E4sIaqPzXZofNwVBDL">/pages/69E4sIaqPzXZofNwVBDL</a><br><a data-mention href="/pages/9tn5dkarfKNOpTFdIcTc">/pages/9tn5dkarfKNOpTFdIcTc</a><br><a data-mention href="/pages/pAlTEWwWU1hDr4HHApI6">/pages/pAlTEWwWU1hDr4HHApI6</a><br><a data-mention href="/pages/4xrUJ2FbT0cTBkhE3HY6">/pages/4xrUJ2FbT0cTBkhE3HY6</a><br><a data-mention href="/pages/2AjwyoWsYmimrsKH8Zt9">/pages/2AjwyoWsYmimrsKH8Zt9</a></td></tr><tr><td>Canvas</td><td>The main viewport where all scene objects are displayed and manipulated.</td><td><a data-mention href="/pages/YSZ3lgZAQKwINZVExc6v">/pages/YSZ3lgZAQKwINZVExc6v</a><br><a data-mention href="/pages/VabHhnKUP64r5AcB4cGd">/pages/VabHhnKUP64r5AcB4cGd</a><br><a data-mention href="/pages/0MDrTajxvB6v5ikOFFJ3">/pages/0MDrTajxvB6v5ikOFFJ3</a><br><a data-mention href="/pages/DOgZzgyGsW0zgzqrIxaZ">/pages/DOgZzgyGsW0zgzqrIxaZ</a><br><a data-mention href="/pages/sajFscfhJhwltHrPa5Ln">/pages/sajFscfhJhwltHrPa5Ln</a></td></tr><tr><td>Control bar</td><td>A small bar located at the bottom of the canvas for quick access to frequently used functions</td><td><a data-mention href="/pages/oPLHfMEskR71P1WaJpcj">/pages/oPLHfMEskR71P1WaJpcj</a></td></tr></tbody></table>


# Rendering

WYSIWYG - What You See Is What You Get

Vectary utilizes **real-time**, **photorealistic** rendering, which is **always active** and cannot be disabled.

To ensure optimal performance, certain [effects](/documentation/design-process/effects) require manual activation when needed:, to maintain good performance, some effects need to be enabled manually when necessary:

* [Reflections](/documentation/design-process/effects/reflections)
* [Soft shadows](/documentation/design-process/effects/soft-shadows)
* [Ambient occlusion](/documentation/design-process/materials-and-textures/baked-textures/ambient-occlusion-texture)
* [Bloom](/documentation/design-process/effects/bloom)

[Lighting](/documentation/design-process/environment) plays a crucial role in defining material appearance. With a well-configured lighting setup, materials within the scene can achieve a more refined and realistic look, especially when using [advanced materials](/documentation/design-process/materials-and-textures/advanced-materials) (refraction, subsurface scattering, etc.).

For high-resolution render exports, use the button located at the bottom of the canvas.

<figure><img src="/files/2awP0A8bDnWUd8svQVyo" alt="" width="563"><figcaption></figcaption></figure>

<details>

<summary>Photon and Instant render <strong>(legacy)</strong></summary>

The menu includes two legacy renderers — Instant and Photon — retained from the previous version for users who may still need them. However, there are important considerations:

* **Instant** — no longer functional, but still allows exporting images at the desired resolution.
* **Photon** — remains operational but is no longer supported, which may result in occasional bugs.

While Photon has delivered impressive results, the era of real-time rendering has arrived. The new real-time rendering engine already achieves results comparable to Photon and, in some cases, matches its quality entirely. In specific scenarios, Photon may still outperform, but continuous improvements are being made to optimize real-time rendering quality.

Real-time rendering in Vectary captures every step of the creative process as it happens, reflecting changes and edits instantly. This immediate feedback is essential for efficient design workflows, eliminating the need to wait for renders during 3D content creation.

</details>


# Dashboard

Improve project organization by utilizing workspaces and folders, boosting overall management efficiency

## Overview

The dashboard serves as the initial interface presented upon signing up as a new user or logging in. It functions as a central hub for managing all projects and workspaces.

<figure><img src="/files/9CLtL971SRgwl515OvJv" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
The dashboard is optimized for mobile devices
{% endhint %}

## Workspaces

\
The squares on the left side of the dashboard represent workspaces:

<figure><img src="/files/LL2vnOOyu1StEV7fEv6Q" alt=""><figcaption></figcaption></figure>

**Workspaces** are independent entities, each with its own subscription and role settings. When a subscription is purchased, it applies exclusively to that specific workspace. Therefore, to operate multiple workspaces, a separate subscription must be acquired for each individual workspace.

<figure><img src="/files/VdHJZUpVlK93rSxjC1Ln" alt=""><figcaption></figcaption></figure>

### Workspace settings <a href="#block-d6616fe400eb478ab64bb415a1f195f9" id="block-d6616fe400eb478ab64bb415a1f195f9"></a>

\
To open workspace settings, select **`Settings`** from the list. \
Direct link to workspace settings: <https://www.vectary.com/dashboard/?workspace_settings=true&tab=Settings>

<figure><img src="/files/c8UziZ6t3QcPgFwJV0Ci" alt=""><figcaption></figcaption></figure>

Workspace settings offer the following options:<br>

* Manage workspace members
* View the three most recent invoices
* Upload a cover image for a workspace
* Rename a workspace
* Leave a workspace
* Delete a workspace

### Members <a href="#block-0a23bb7ea7504d10a056b7a4d3cd266c" id="block-0a23bb7ea7504d10a056b7a4d3cd266c"></a>

\
\
To manage workspace members, select **`Team Members`** from the list (<https://www.vectary.com/dashboard/?workspace_settings=true&tab=Members>)<br>

{% hint style="warning" %}
Access to these settings is available only to the workspace **Owner** and **Manager**.
{% endhint %}

The Team Members management section allows sending new email invitations and assigning participant roles.

<figure><img src="/files/C3C17kEUZ8lXqpG2zknU" alt=""><figcaption></figcaption></figure>

To invite a new member, enter their email address into the designated field, assign their [role](/documentation/getting-started/roles) (which can be changed at any time), and click the <img src="/files/s70BDvTde71Y4II5H2pU" alt="" data-size="line"> button. The invited user will receive an email containing an invitation with a button to accept it.

If a person invited to a workspace does not have a Vectary account, they will receive an email invitation with a link to register with Vectary. After registration, the workspace will be automatically added to their dashboard.

<figure><img src="/files/WE5YeWAcT2GVkg8i1CNC" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
If an invited user already has a Vectary account, it is not necessary to check the email inbox to accept the invitation. Simply refreshing the dashboard page will automatically accept the invitation.
{% endhint %}

Once a member joins a workspace, they can use both their primary workspace and the ones they have joined.

### Billing <a href="#block-2aeae337a8b34714ab6f8294fee211af" id="block-2aeae337a8b34714ab6f8294fee211af"></a>

{% hint style="danger" %}
Access to the billing section of the workspace is available only to the workspace owner
{% endhint %}

The workspace settings include a **Billing tab** (Direct link to Billing: [**https://www.vectary.com/dashboard/?workspace\_settings=true\&tab=Billing**](https://www.vectary.com/dashboard/?workspace_settings=true\&tab=Billing)), providing access to information and actions related to the subscription:

<i class="fa-1">:1:</i> - details of the current subscription plan, including renewal date

<i class="fa-2">:2:</i> - option to cancel the subscription

<i class="fa-3">:3:</i> - three most recent invoices

<div align="left"><figure><img src="https://images.spr.so/cdn-cgi/imagedelivery/j42No7y-dcokJuNgXeA0ig/f5c51717-d587-4c03-bc01-ef62ec58b0b3/image/w=3840,quality=90,fit=scale-down" alt="" width="563"><figcaption></figcaption></figure></div>

{% hint style="warning" %}
Invoices are sent via Paddle, Vectary’s payment provider. For help or assistance with your receipt or tax information, please reply to your last invoice or contact <help@paddle.com>
{% endhint %}

### Workspace tips

{% tabs %}
{% tab title="Order of workspaces" %}
\
The order of workspaces can be changed as needed. \
Simply drag the workspace cover to the desired position.
{% endtab %}

{% tab title="Workspace ID" %}
\
The workspace ID can be copied from the URL (in case of support requests).

<figure><img src="/files/mrmoCi5dY3H6P6WSneUK" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## Folders <a href="#block-5cdbf14b1f1145108590de6c16439285" id="block-5cdbf14b1f1145108590de6c16439285"></a>

Each workspace includes the ability to create folders, which assists in organizing project storage. Projects can be easily moved from one folder to another through a simple drag-and-drop action.

<div align="left"><figure><img src="/files/dHmc7KXTX9kDRd4kO2Sd" alt="" width="563"><figcaption></figcaption></figure></div>

#### Archived

<img src="/files/eFrxIt6sd3Uif6gjgFvy" alt="" data-size="line"> — this folder stores deleted projects, which still count towards the workspace's project limit. A project in this folder can either be **restored** or permanently **deleted**.

<figure><img src="/files/Mc30D7vpTMXiLkLbZ21Q" alt=""><figcaption></figcaption></figure>

## Projects <a href="#block-c84c946af1534140974a809559f1a576" id="block-c84c946af1534140974a809559f1a576"></a>

* Projects can be created in any folder and freely moved both between folders and workspaces.
* Project sorting cannot be changed; they are automatically sorted by the date of their last edit.
* Project limit depends on the selected plan.
* Deleted projects are moved to the **Archived** folder and can be restored at any time. Projects in the **Archived** folder also count toward the limit, so if a project is no longer needed, it should be permanently deleted from this folder.

### Preview mode

In the Dashboard, a project can be opened in preview mode. This mode simplifies project viewing and provides access to basic settings without fully loading the project.&#x20;

{% hint style="info" %}
A project can be opened in preview mode **only if it has been&#x20;**<mark style="color:green;">**shared**</mark>**.**&#x20;

The preview displays a **shared version** of the project.
{% endhint %}

{% embed url="<https://screen.studio/share/Ho5E58Fs>" %}

* If a project **is&#x20;**<mark style="color:red;">**not shared**</mark>, double-clicking a project opens it in **Studio**.&#x20;
* If a project **is&#x20;**<mark style="color:green;">**shared**</mark> (indicated by a [green dot](#green-dot) in the top-left corner of the thumbnail), double-clicking opens the project in **Preview mode**. <br>
* A project can be opened straight in Studio (bypassing the Preview mode) by using the icon in the upper-right corner:\
  \
  ![](/files/GV3dKVPmjfafGyfOhMl7)<br>
* To open a project in Studio from the Preview mode, click the <img src="/files/3jU0B662dLVWzdXRJPZl" alt="" data-size="line"> button.

Currently, Preview mode allows the following actions:<br>

* Copy a project link
* Change privacy settings
* Enable or disable Augmented Reality for the project
* Rename a project
* Open a project preview in a new tab
* Open a project in Studio (desktop and tablet only)

<figure><img src="/files/bL7MsREAq8W7ApMHTIuU" alt=""><figcaption></figcaption></figure>

### Project description and tags <a href="#block-d37dbeb9403247f3b29d526a315ac422" id="block-d37dbeb9403247f3b29d526a315ac422"></a>

For projects to be discoverable via search, they must have a description or tags.

To add or edit these details, click the project name or select **Project details** from the context menu to open the project card.

{% hint style="success" %}
Project search is available both in the [Dashboard and in Studio](#project-search).
{% endhint %}

{% embed url="<https://screen.studio/share/Pu0qpfdC>" %}

{% hint style="success" %}
When tagging projects, use labels such as 'finished' or 'public' to improve the efficiency of locating desired projects in search results, especially when dealing with duplicates or versions with similar titles.
{% endhint %}

### Project cover

A project cover can be replaced with a custom image. To do this, open the project details and select **Upload Cover**.

<div align="left"><figure><img src="/files/IgUdfBjiravlyc4d0zBZ" alt="" width="375"><figcaption></figcaption></figure></div>

### Project tips<br>

{% tabs %}
{% tab title="Green dot" %}

The **green dot** in the top left corner indicates that the project is [shared](https://help.vectary.com/sharing). Clicking it will copy the project link to the clipboard.

<div align="left"><figure><img src="/files/Jp8Na9XLUgGHQqwGcARe" alt="" width="462"><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="Project movement" %}

Projects can be moved to other workspaces or folders by dragging and dropping them onto the cover of the desired workspace or the name of the folder.
{% endtab %}

{% tab title="Project Selection" %}

Multiple projects can be selected, and all actions will apply to the selected projects. It is also possible to simultaneously move multiple projects to another workspace or folder.

To select all projects in a workspace, use Ctrl + A.

<figure><img src="/files/oGiPl5rNjB6QVnnNjoLv" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

### Importing a project into another project (Design system) <a href="#block-4edc4b5bfd2e4e0191a4f41b9396d303" id="block-4edc4b5bfd2e4e0191a4f41b9396d303"></a>

Any existing projects can be imported directly into the current project within the Studio. \
To do this in Studio, open the **Workspace** tab on the left panel, select the desired workspace, and view all projects and folders within it. A project can be placed in a specific position by dragging it onto the canvas.

<div align="left"><figure><img src="/files/syFCHNN2dkhzZHd0m2gU" alt="" width="563"><figcaption></figcaption></figure></div>

Learn more about how it works:

{% embed url="<https://www.youtube.com/watch?v=cifDfuT9xmI>" %}

### Projects marked with M

If a project card is marked with M, it indicates that the project contains a custom material saved by either the user or another workspace member.

Learn more about how it works:

{% embed url="<https://youtu.be/mbgsFkfpBwA>" %}

## Upload 3D file

The **Upload 3D file** mode allows importing a 3D file directly from the dashboard without opening Studio.

After the file is uploaded, a new project is automatically created in the workspace. The project can then either be shared via a link or opened in Studio for further editing.

<figure><img src="/files/dc2TUYxIgbzsPcbzStvi" alt=""><figcaption></figcaption></figure>

**Supported formats** in this mode: `FBX`, `GLB`, `GLTF`, `OBJ`, `STL`, `DAE`, `ZIP`\
To import other file formats, open a project in Studio.\
For a full list of supported formats, see [this page](/documentation/importing).

{% hint style="warning" %}
**Note:** projects created via this import method include preconfigured lighting and additional [rendering effects](/documentation/design-process/effects). When continuing to work on the project in Studio, verify that these settings align with the intended appearance of the scene.
{% endhint %}

## Project search

Project search is based on the project name, [description, and tags](#block-d37dbeb9403247f3b29d526a315ac422).

Search is available in both the Dashboard and Studio.

<figure><img src="/files/dFy81F4fI7sQMnnOo2vH" alt=""><figcaption><p>search field in Dashboard</p></figcaption></figure>

<figure><img src="/files/KZ0hiIUX614ba2L4gch7" alt="" width="438"><figcaption><p>search field in Studio</p></figcaption></figure>


# Account settings

Account settings can be found in the dashboard in the bottom left corner:

<div align="left"><figure><img src="/files/OFDyhwSP7PpnMLUqxFXr" alt=""><figcaption></figcaption></figure></div>

This link also leads to the account settings: <https://www.vectary.com/dashboard/?profile=true>

### Profile settings

<figure><img src="/files/q384cNrDbJxskRVHknrx" alt=""><figcaption></figcaption></figure>

The following actions are available for the account:

1. Change name
2. Set profile picture
3. Change password
4. Check an email linked to the account
5. Delete account
6. Sign out
7. Log out from all other devices
8. Copy User ID
9. Generate Access Token&#x20;
10. Subscribe/unsubscribe to our email newsletter
11. Toggle email notifications for new [comments](/documentation/other/comments) on projects from other workspace members

### Change email

To update the email address linked to an account, contact the support service. Submit a request through the [contact form](https://www.vectary.com/contact-us/), including the following details:

1. The current email address associated with the account
2. The new email address intended for use
3. **Access Token** (<https://www.vectary.com/dashboard/?profile=true>)\
   \ <img src="/files/EdXcmTUHL46NXH2MUFQs" alt="" data-size="original"><br>
4. **User ID** (<https://www.vectary.com/dashboard/?profile=true>)\
   \ <img src="/files/pgBhXZ7kLpy8sVtjH0fz" alt="" data-size="original">

### Changing the login method (from Google to Email)

* Sign out of your account
* Go to [Forgot Password](https://www.vectary.com/forgot-password/?next=%2Fdashboard%2F)
* Enter your email address
* An email will be sent with a link to reset your password
* Click on the link from the email
* A page will open asking you to enter your new password twice
* Use your new password to log in with your email address

### Billing info

Please note that subscriptions are linked to workspaces, not to individual accounts. Since each workspace has its own subscription, payment settings are located in the [workspace settings](/documentation/getting-started/dashboard#block-2aeae337a8b34714ab6f8294fee211af).


# Roles

All about roles for your Business workspace

## Overview

Team permissions are available within the Business workspace and ensure that workspace members have access rights that align with their designated roles. We have established several levels of access to guarantee teams confidence in the security and privacy of their projects and information.

{% hint style="info" %}
It is important to note that roles are assigned within single workspaces. In cases where multiple Business workspaces exist, they operate independently regarding settings. Consequently, a member can be assigned different roles in each separate workspace.
{% endhint %}

### Owner <a href="#owner" id="owner"></a>

As the primary account holder, the Owner is responsible for managing the contract, creating the workspace, and overseeing billing. This role possesses managerial privileges, overseeing all features and functionalities within the workspace.

✅  full control over the workspace

***

### Manager <a href="#manager" id="manager"></a>

Managers hold a high-ranking role within a workspace, similar to the Owner, with the exception of not having access to billing information and not being able to delete a workspace. They oversee member access and permissions, and manage project editing and sharing. Managers can add, remove, and approve member requests, move projects between workspaces, and make projects public. They have full editing capabilities in the Studio, ensuring secure workspace management.

✅  possesses nearly the same rights as the Owner

❌  does not have access to billing information and cannot delete the workspace

***

### Editor <a href="#editor" id="editor"></a>

Editors primarily work with 3D data, import CAD files, and create interactions and animations. While they can create folders and move projects within their workspace, they cannot delete projects or move them outside the workspace. Editors can be internal team members or external professionals managed by workspace managers.

✅  ability to edit all projects within the workspace

❌  lacks permission to:

* manage workspace members
* delete workspaces, folders, projects, or comments
* export projects or change project sharing settings

***

### Collaborator <a href="#collaborator" id="collaborator"></a>

Collaborators have restricted access, with the ability to view or comment on projects, but not to edit them, which ensures project integrity. They can see all shared projects within the workspace but must be approved by a manager to join, ensuring a secure method for sharing sensitive data. This role offers more expansive viewing capabilities compared to the Viewer role.

✅  able to view all projects in the workspace and can perform all operations related to comments, except for deletion

❌  inherits the same restrictions as the **Editor**, with the additional inability to edit projects

***

### **Viewer** <a href="#viewer" id="viewer"></a>

Viewers have restricted access, limited to only seeing projects for which they have direct links. While they are technically part of the workspace, they cannot see the overall content or project lists. This role is particularly useful for sharing projects privately without allowing these users to comment or see existing comments.

✅  access only to view projects for which they possess a direct link

❌  inherits the same restrictions as a Collaborator, with the additional limitation of not being able to see projects within the workspace

***

### Permissions overview <a href="#permissions-overview" id="permissions-overview"></a>

<table><thead><tr><th width="237.9609375">Actions</th><th width="95.2421875" data-type="checkbox">Owner</th><th width="96.16796875" data-type="checkbox">Manager</th><th width="82.76953125" data-type="checkbox">Editor</th><th width="124.46484375" data-type="checkbox">Collaborator</th><th width="88.5390625" data-type="checkbox">Viewer</th></tr></thead><tbody><tr><td>Access to billing information</td><td>true</td><td>false</td><td>false</td><td>false</td><td>false</td></tr><tr><td>Managing workspace members</td><td>true</td><td>true</td><td>false</td><td>false</td><td>false</td></tr><tr><td>Deleting workspaces, folders, projects, comments</td><td>true</td><td>true</td><td>false</td><td>false</td><td>false</td></tr><tr><td>Exporting projects and changing project sharing settings</td><td>true</td><td>true</td><td>false</td><td>false</td><td>false</td></tr><tr><td>Project editing</td><td>true</td><td>true</td><td>true</td><td>false</td><td>false</td></tr><tr><td>Access to view all projects and comments in workspace</td><td>true</td><td>true</td><td>true</td><td>true</td><td>false</td></tr><tr><td>Read and add comments</td><td>true</td><td>true</td><td>true</td><td>true</td><td>false</td></tr><tr><td>Viewing projects via direct links</td><td>true</td><td>true</td><td>true</td><td>true</td><td>true</td></tr></tbody></table>

<br>


# Scene orientation

<table><thead><tr><th width="148.63671875">Action</th><th>Description</th></tr></thead><tbody><tr><td><strong>Rotate</strong></td><td>Left-click and drag the mouse cursor across the scene canvas.</td></tr><tr><td><strong>Pan</strong></td><td>Right-click and drag the mouse cursor.</td></tr><tr><td><strong>Zoom</strong></td><td>Scroll the mouse wheel.</td></tr><tr><td><strong>Quick zoom</strong></td><td>Hold the mouse wheel and drag the mouse.</td></tr><tr><td><strong>Change view</strong></td><td>Press the <code>TAB</code> key to toggle between orthogonal views (front, top, right, left, back, and bottom). The grid remains visible in the background of the object.</td></tr><tr><td><strong>Fit view</strong></td><td>Press the <code>A</code> key to quickly focus on a selected object or fit all objects in the scene if nothing is selected.</td></tr></tbody></table>

{% hint style="info" %}
These actions cannot be customized
{% endhint %}

### Orientation axis

In the bottom left corner of the screen, there is an area displaying the  <mark style="color:red;">**`X`**</mark> <mark style="color:green;">**`Y`**</mark> <mark style="color:blue;">**`Z`**</mark> orientation axes, the view type name, and geometry statistics.

<figure><img src="/files/5IxnuklHcvdt7GzLuS28" alt=""><figcaption><p>Clicking the axes sets the view to orthogonal mode<br>or use <strong><code>TAB</code></strong></p></figcaption></figure>

#### Geometry statistics

<div align="left"><figure><img src="/files/7M4HDdCgHkANhORrGhmp" alt=""><figcaption></figcaption></figure></div>

`58824` — number of vertices

`19608` — number of triangles

`25` — number of objects (hidden objects are ignored). more detailed statistics are displayed in Preview mode: [Performance analyzer](/documentation/sharing-exporting-embedding/performance-analyzer)


# Units

## Overview

Vectary utilizes an internal measurement system that can be defined only when importing/exporting a file or configuring augmented reality settings. \ <br>

### Available units

<table><thead><tr><th width="151.87109375" align="center"> Metric system</th><th width="172.23046875" align="center">Imperial system</th></tr></thead><tbody><tr><td align="center">millimeters</td><td align="center">thou</td></tr><tr><td align="center">centimeters</td><td align="center">inches</td></tr><tr><td align="center">decimeters</td><td align="center">feet</td></tr><tr><td align="center">meters</td><td align="center">yards</td></tr><tr><td align="center">kilometers</td><td align="center">miles</td></tr></tbody></table>

### File Import

In the import settings menu, a preferred unit of measurement can be selected. Imported files will have their dimensions automatically converted according to the selected units. Once configured, this setting will be applied to all new projects by default, without the need for repeated selection.

<figure><img src="/files/2II8dTt8LEk60rVXEDFp" alt="" width="563"><figcaption></figcaption></figure>

### File Export

When selecting a file format that supports unit information, an additional field for specifying units will appear. Note that OBJ and STL formats do not store real-world unit data.

<figure><img src="/files/iPgLrbcMPNW61stCDioI" alt="" width="563"><figcaption></figcaption></figure>

### AR Export

To set units for an AR model, navigate to the **Behavior** tab and select a preferred measurement unit.

<figure><img src="/files/xyCpLY9kf5q78WfSwtGU" alt="" width="563"><figcaption></figcaption></figure>


# Importing

The importing process allows bringing external assets into the project. Supported import options include all popular 3D and 2D file formats, direct integration with Figma frames, and CAD file compatibility.

#### For more details, explore the following sections:

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Import formats</strong></td><td><a href="/pages/ccKgfhid05RxF8HI06YG">/pages/ccKgfhid05RxF8HI06YG</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Figma frames import</strong></td><td><a href="/pages/1GvFMf1vhGkQ3tSSvjUP">/pages/1GvFMf1vhGkQ3tSSvjUP</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>CAD files</strong></td><td><a href="/pages/dWvSoiJwR7p5DJECKjXP">/pages/dWvSoiJwR7p5DJECKjXP</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Vectary Processor</strong></td><td><a href="/pages/qXM2Rc2dafcOSkfig3nO">/pages/qXM2Rc2dafcOSkfig3nO</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Import tips</strong></td><td><a href="/pages/Ws3yYDeQEMtbGbFn5Sni">/pages/Ws3yYDeQEMtbGbFn5Sni</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr></tbody></table>


# Import formats

Vectary is compatible with all widely used formats, both 3D and 2D

{% hint style="success" %}
To import any of the files, simply drag and drop them onto the canvas
{% endhint %}

## 3D files

<table><thead><tr><th width="119.66796875">Formats</th><th width="491.7109375">Additional info</th><th>Related</th></tr></thead><tbody><tr><td>OBJ</td><td>For an OBJ file to correctly display materials, a corresponding MTL file is required. The MTL file contains material definitions that link textures and colors to the 3D model.</td><td></td></tr><tr><td>GLTF</td><td>Animation ✅ (supported animation types: <strong>transformation</strong> and <strong>skeletal</strong> animation only)</td><td></td></tr><tr><td>GLB</td><td>Animation ✅ (supported animation types: <strong>transformation</strong> and <strong>skeletal</strong> animation only)</td><td></td></tr><tr><td>FBX</td><td>Animation ✅ (supported animation types: <strong>transformation</strong> and <strong>skeletal</strong> animation only)</td><td></td></tr><tr><td>USDZ</td><td>Animation - only for AR</td><td></td></tr><tr><td>STL</td><td></td><td></td></tr><tr><td>DAE</td><td></td><td></td></tr><tr><td>IGS, IGES</td><td>CAD format<br>🔒 Available only for Business plan</td><td><a data-mention href="/pages/dWvSoiJwR7p5DJECKjXP">/pages/dWvSoiJwR7p5DJECKjXP</a></td></tr><tr><td>STP, STEP</td><td>CAD format<br>🔒 Available only for Business plan</td><td><a data-mention href="/pages/dWvSoiJwR7p5DJECKjXP">/pages/dWvSoiJwR7p5DJECKjXP</a></td></tr><tr><td>SPLAT, PLY</td><td>Gaussian Splats</td><td></td></tr></tbody></table>

{% hint style="info" %}
Each of the formats can be imported in a ZIP archive
{% endhint %}

{% hint style="info" %}
Bulk file import is possible: to do this, drag and drop ZIP files onto the dashboard
{% endhint %}

## HDRI

Custom HDRIs are supported in both `HDR` and `EXR` formats for import.

<table><thead><tr><th width="102.45703125">Formats</th><th width="467.796875">Additional info</th><th>Related</th></tr></thead><tbody><tr><td>HDR</td><td></td><td><a data-mention href="/pages/vRkWlUhFlCmwzcYkIto4">/pages/vRkWlUhFlCmwzcYkIto4</a></td></tr><tr><td>EXR</td><td></td><td><a data-mention href="/pages/vRkWlUhFlCmwzcYkIto4">/pages/vRkWlUhFlCmwzcYkIto4</a></td></tr></tbody></table>

## Images

<table><thead><tr><th width="141.87109375">Formats</th><th width="381.2265625">Additional info</th><th>Related</th></tr></thead><tbody><tr><td>JPG</td><td></td><td><a data-mention href="/pages/ToAV4OIBb3IaeCJW3BNR">/pages/ToAV4OIBb3IaeCJW3BNR</a><br><a data-mention href="/pages/SCCJWjG9fC11KY4pSNlg">/pages/SCCJWjG9fC11KY4pSNlg</a></td></tr><tr><td>PNG</td><td></td><td><a data-mention href="/pages/ToAV4OIBb3IaeCJW3BNR">/pages/ToAV4OIBb3IaeCJW3BNR</a><br><a data-mention href="/pages/SCCJWjG9fC11KY4pSNlg">/pages/SCCJWjG9fC11KY4pSNlg</a></td></tr><tr><td>WebP</td><td></td><td><a data-mention href="/pages/ToAV4OIBb3IaeCJW3BNR">/pages/ToAV4OIBb3IaeCJW3BNR</a><br><a data-mention href="/pages/SCCJWjG9fC11KY4pSNlg">/pages/SCCJWjG9fC11KY4pSNlg</a></td></tr><tr><td>SVG</td><td></td><td><a data-mention href="/pages/dFbi5M43yWwC4IoXU2KZ">/pages/dFbi5M43yWwC4IoXU2KZ</a><br><a data-mention href="/pages/ToAV4OIBb3IaeCJW3BNR">/pages/ToAV4OIBb3IaeCJW3BNR</a></td></tr><tr><td>Figma frame</td><td></td><td><a data-mention href="/pages/1GvFMf1vhGkQ3tSSvjUP">/pages/1GvFMf1vhGkQ3tSSvjUP</a></td></tr></tbody></table>

{% hint style="info" %}
Images or text can be inserted from the clipboard - **`Ctrl+V`**
{% endhint %}

## Animated files

<table><thead><tr><th width="105.9453125">Formats</th><th width="416.01953125">Additional info</th><th>Related</th></tr></thead><tbody><tr><td>GIF</td><td></td><td><a data-mention href="/pages/vYfSpQXMRrojx2IssfiG">/pages/vYfSpQXMRrojx2IssfiG</a></td></tr><tr><td>Lottie</td><td></td><td><a data-mention href="/pages/vYfSpQXMRrojx2IssfiG">/pages/vYfSpQXMRrojx2IssfiG</a></td></tr><tr><td>MP4</td><td></td><td><a data-mention href="/pages/vYfSpQXMRrojx2IssfiG">/pages/vYfSpQXMRrojx2IssfiG</a></td></tr></tbody></table>

## Audio

<table><thead><tr><th width="105.9453125">Formats</th><th width="416.01953125">Additional info</th><th>Related</th></tr></thead><tbody><tr><td>MP3</td><td></td><td><a data-mention href="/pages/dWuADYTVXaN9cqHgpuGw">/pages/dWuADYTVXaN9cqHgpuGw</a></td></tr><tr><td>WAV</td><td></td><td><a data-mention href="/pages/dWuADYTVXaN9cqHgpuGw">/pages/dWuADYTVXaN9cqHgpuGw</a></td></tr><tr><td>OGG</td><td></td><td><a data-mention href="/pages/dWuADYTVXaN9cqHgpuGw">/pages/dWuADYTVXaN9cqHgpuGw</a></td></tr><tr><td>WEBM</td><td></td><td><a data-mention href="/pages/dWuADYTVXaN9cqHgpuGw">/pages/dWuADYTVXaN9cqHgpuGw</a></td></tr></tbody></table>

## Text

<table><thead><tr><th width="105.9453125">Formats</th><th width="416.01953125">Additional info</th><th>Related</th></tr></thead><tbody><tr><td>OTF</td><td></td><td><a data-mention href="/pages/bJHZHpZkOEIiQSoOwOtG">/pages/bJHZHpZkOEIiQSoOwOtG</a><br><a data-mention href="/pages/oIa4NW3WpBvGqgMXqudZ">/pages/oIa4NW3WpBvGqgMXqudZ</a></td></tr></tbody></table>


# Figma frames import

Connect Figma with Vectary

## Overview

Designs from Figma can be easily imported into Vectary as textures or stickers. Any changes made to the frame after its import can be synchronized with a single click.

{% embed url="<https://screen.studio/share/bEUErb0u>" %}

## **Importing a Frame as a Texture**

{% stepper %}
{% step %}
Frame selection <mark style="color:blue;">(Figma)</mark>

Ensure that the design to be imported is wrapped in a frame\
\
![](/files/p3gS1jVdqGUNN0vP7stg)
{% endstep %}

{% step %}
Copy link to selection <mark style="color:blue;">(Figma)</mark>

Copy the link to the selected frame\
\
![](/files/sfaEVvAIkwInpaA73MvV)
{% endstep %}

{% step %}
Choose Figma fame <mark style="color:purple;">(Vectary)</mark>

Select the object and material property where the texture should be imported, then choose *Figma frame* instead of *Texture*\
\
![](/files/tYxnnqdI46niM7d5GWdU)
{% endstep %}

{% step %}
Paste Figma frame link <mark style="color:purple;">(Vectary)</mark>

Paste the copied frame link into the provided field and press *Enter*\
\
![](/files/vaDuNMUeQi240vfFWqZc)
{% endstep %}
{% endstepper %}

## **Importing a Frame as a Sticker**

A Figma frame can be imported not only as a texture but also as a separate object that can be attached to another object (learn more [Decals](/documentation/design-process/decals))

To do this, copy the link to the frame ([follow the first two steps](#importing-a-frame-as-a-texture)) and simply paste it onto the canvas by pressing *`Ctrl+V`*.

This creates a separate object (a plane) that can be applied to any surface.

{% embed url="<https://screen.studio/share/htoSWOvv>" %}

## **Synchronizing changes**

If the frame was modified in Figma, click the synchronization icon next to the frame link in Vectary to update it.

<div align="left"><figure><img src="/files/h4AV5EEeMKbsfG1Ljriv" alt="" width="563"><figcaption></figcaption></figure></div>

## **Reusing the frame**

To use the imported image in other settings, there is no need to import it again—simply select the texture from the existing list.

<div align="left"><figure><img src="/files/2VmVmHCr0SzEtaToztaC" alt="" width="563"><figcaption><p>Click on the frame name to open the list of all frames</p></figcaption></figure></div>

## Token&#x20;

A token needs to be generated only once in Figma and linked to Vectary to connect the Figma account.

{% stepper %}
{% step %}
Open Figma account settings

<div align="left"><figure><img src="/files/qwwdVour4X6kc4spmXRo" alt="" width="563"><figcaption></figcaption></figure></div>
{% endstep %}

{% step %}
Navigate to the `Security` tab and generate new token

<div align="left"><figure><img src="/files/RD79J0MPPvXhJA5ypX48" alt="" width="563"><figcaption></figcaption></figure></div>
{% endstep %}

{% step %}
Enter any name for the token, set its expiration date, and click `Generate token`

<div align="left"><figure><img src="/files/EYC879PMPR9GrV9NFTcs" alt="" width="375"><figcaption></figcaption></figure></div>
{% endstep %}

{% step %}
Copy the generated token

<div align="left"><figure><img src="/files/B9ApsmVT0AFZMLjAelUZ" alt="" width="563"><figcaption></figcaption></figure></div>
{% endstep %}

{% step %}
Paste the generated token into Vectary

Paste the token and press `Enter`&#x20;

{% hint style="info" %}
the token input field in Vectary appears after attempting to use a frame.
{% endhint %}

<div align="left"><figure><img src="/files/m2CfNK9eqoyAO1mFdP7b" alt=""><figcaption></figcaption></figure></div>
{% endstep %}
{% endstepper %}

Done! Frames can now be imported.

## **Tutorials**

{% embed url="<https://youtu.be/bijGn9ib7Po?si=OdnWCgtYkrle4PX8>" %}

{% embed url="<https://www.youtube.com/watch?v=NRvHIUcYw4c>" %}


# CAD files

Turn your CAD models into interactive experiences

## Overview

Vectary supports **`STEP`**/**`STP`** , **`IGES`**/**`IGS`** formats, which are mainly used in the CAD workflow. Once such a file is imported, its structure is converted into one or multiple **`NURBS`** objects.

A **`NURBS`** is a special object that contains **`NURBS`** geometry. Since Vectary is a mesh software, the imported **`NURBS`** geometry is automatically converted into mesh geometry. However, this transformation is procedural, which means that the quality can be changed at any time (similar to segment parameters for primitive objects).

## What are the benefits of the CAD importer?

* Using additional software to convert CAD files into Vectary is unnecessary. Simply drag and drop your created or downloaded file.
* The quality of any part of the object can be adjusted, helping achieve a balance between polygon count and model detail. The benefit of keeping the **`NURBS`** object is that there is no need to create a new model, just to change settings.
* Better suited for companies using CAD file workflow.
* **`STEP`**/**`STP`** , **`IGES`**/**`IGS`** are files that allow you to export only the data you need, not the entire project.

## Import

Importing can take some time (a few minutes in some circumstances).

{% embed url="<https://screen.studio/share/A38Spo3h>" %}

* When importing a file, the parameters of all objects are adjusted relative to the size of the largest object in the file.

  *Import example:*

  1. Small screw - high quality of detail.
  2. A whole CNC machine with many small parts - the quality of small parts will be low to avoid many polygons.
* We recommend the size of the **`STEP`**/**`IGES`** file up to 50MB. Files exceeding this size may be processed for too long. If the file exceeds the mentioned size, it is best practice to export in standard OBJ format, import to Vectary, and use the Simplify plugin to decrease the polygon density.
* Vectary only supports geometry that can be directly converted to polygons, meaning we do not support **curves** or **points**. We only support surfaces and polyfaces.

{% hint style="info" %}
Vectary offers the ability to import CAD files, which can be a valuable feature. However, it is important to note that there are some limitations.

In most cases, we recommend importing files as mesh geometry (such as **`OBJ`**, **`FBX`**, **`GLTF`**, **`GLB`**, or **`STL`**). This is because **`STEP`** and **IGES** are old formats and there may be differences in the way each software interprets these formats, namely different object structure, geometry, and materials.
{% endhint %}

## File structure

Notice that NURBS objects have the following icons in the left panel:

<div align="left"><figure><img src="/files/rrFCjbg68is9LvqxO7MD" alt=""><figcaption></figcaption></figure></div>

Imported NURBS geometry can contain multiple parts. in that case, it is imported as multiple NURBS objects under the group (the name of the group is the name of the file).

<div align="left"><figure><img src="/files/AlBfkDcAfrIn5UGzlyN8" alt="" width="372"><figcaption></figcaption></figure></div>

In some cases, there is the button Break apart which will change the current object to multiple parts:

{% embed url="<https://screen.studio/share/B6sWbmLy>" %}

## Meshing management

The settings allowing for changes in the density and quality of the mesh are located on the right panel.

<div align="left"><figure><img src="/files/3M8kynQ0sL5NAOXHeFan" alt=""><figcaption><p>Default settings</p></figcaption></figure></div>

{% hint style="info" %}
These parameters can be adjusted either for an individual object or for all selected objects
{% endhint %}

{% hint style="info" %}
It is not necessary to modify all of the values at once; instead, try to change each one a little at a time
{% endhint %}

Default values may result in distorted geometry. However, you can define the level of detail for each part of the object yourself. It is important to note that increasing the level of detail leads to an increase in the number of polygons, which results in a larger file size and can potentially affect the performance of the project.

<figure><img src="/files/4KsOxziKpG8dAjBe9KI6" alt=""><figcaption><p>Geometry distortion example</p></figcaption></figure>

<figure><img src="/files/GAYpAZnDefbhcsNXmI6V" alt=""><figcaption><p>After changing the quality settings</p></figcaption></figure>

**Linear deflection** - defines the maximum distance between the original NURBS geometry and final mesh geometry (strong impact on the polygon count).

**Angular deflection** - defines the maximum angle between 2 polygons (minimal impact on the polygon count).

**Min edge size** - defines the minimum length of the edge (average impact on the polygon count).

<figure><img src="/files/eJ4u2TvXIPm3OZsNP3eY" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
The lower the number, the more precise the result is, but number of polygons also increases
{% endhint %}

After changing the parameters in the upper right corner of the scene you can see the status of the recalculation:

<figure><img src="/files/RlclrEX1nNWz8K9x530Q" alt=""><figcaption></figcaption></figure>

## Converting to geometry

The imported CAD file becomes a NURBS object, which in turn is a procedural object whose quality parameters can be changed at any time.

If it is necessary to edit the mesh, the object must be converted to a geometric one. At the same time you lose the ability to adjust the quality (works similarly to primitives).

<figure><img src="/files/HCmpy5ZAefGhg6GhBYLz" alt=""><figcaption><p>Note the different icons for a NURBS object and a geometric one</p></figcaption></figure>

Each change in quality settings is based on the original file, so you can safely experiment with the settings.

## Tutorials

{% embed url="<https://youtu.be/t_0uFBkQCdI?si=W4-ySJpjHEaj3HJL>" %}

{% embed url="<https://youtu.be/Ef1-ZCzcjRc?si=gCI3aKZCtUNjs0hq>" %}

The whole playlist "From CAD to Vectary" (9 tutorials):

<https://youtube.com/playlist?list=PLIDfmreWrOG-7qpCKmRoImBaw3jFo3JnN&si=bDP5LdQ-5D2JzMw5>


# Vectary Processor

Use Vectary Processor to streamline the CAD-to-3D workflow with full control and local file security

## **Overview**

**Vectary Processor** is a standalone desktop application for converting CAD files into **mesh**-based 3D assets for use in Vectary Studio. This tool enables offline optimization and conversion of CAD geometry, ensuring that original files never leave the local machine - a valuable feature for workflows with strict security requirements.

While CAD files can be imported directly into Vectary Studio, **Vectary Processor** offers an alternative workflow focused on enhanced control and optimization. The CAD geometry is converted to mesh during import into the application, allowing full control over mesh quality and structure before uploading to Vectary Studio. The optimized model can then be uploaded with a single click, becoming editable geometry ready for further refinement.

{% hint style="success" %}

#### Operating system support

The application is available for **Windows 11** and **macOS**
{% endhint %}

{% hint style="success" %}

#### Where to download

To request access to Vectary Processor, please contact the Vectary Sales team - <https://www.vectary.com/business-contact/>
{% endhint %}

## Access Token

When opening Vectary Processor for the first time, an access token is required. The token is tied to the user's profile and can be retrieved from the Vectary Dashboard:

1. Go to <https://www.vectary.com/dashboard/>
2. Click on the profile picture in the top-right corner
3. Select “Copy My Token”\
   \
   ![](/files/i9v5ccRvhjN3amMLhqis)<br>
4. Paste the token into the input field in the Vectary Processor app\
   \
   ![](/files/1OTda4VqTfjyPfMAtIDy)<br>

Once added, the token does not need to be re-entered after closing the application.

## Import

* Supports `STEP` / `STP` file formats
* Drag and drop files directly into the app or use the import dialog
* All imported **NURBS** geometry is automatically converted into **mesh geometry**
* Processing time varies depending on file complexity

\
Upon import, the application automatically sets:<br>

* Linked geometries as in the original CAD file
* Box mapping for each object for easier material workflow
* Pivot point centered for each object

## Navigation

Navigation behavior is identical to [Vectary Studio:](/documentation/getting-started/scene-orientation)<br>

* **Zoom**: scroll wheel (mouse) / two-finger scroll (touchpad)
* **Rotate**: left-click and drag (mouse) / one-finger drag (touchpad)
* **Pan**: right-click and drag (mouse) / two-finger drag (touchpad)
* **Deep Select**: hold **Ctrl** (Windows) or **Cmd** (macOS) and click to select deeper objects in the hierarchy
* **Polygon Highlighting**: selecting an object displays its polygonal mesh

{% hint style="info" %}
**Tip:** reducing the size of the Vectary Processor window can improve 3D preview performance
{% endhint %}

## Bottom toolbar

### Mesh optimization

After processing, geometry appears with default **medium** mesh quality.&#x20;

<div align="left"><figure><img src="/files/EgCzkUH5IeDlZMlnu0NF" alt="" width="528"><figcaption></figcaption></figure></div>

#### Optimization options:

* **Easy**: use the slider to set triangle density (displayed in tooltip)<br>
* **Advanced**: configure individual settings:<br>
  * **Linear deflection**: maximum deviation between NURBS and mesh
  * **Angular deflection**: maximum angle between mesh polygons
  * **Min edge size**: minimum allowed polygon edge length\
    \
    ![](/files/hL6jRKstdGaDLG1ixoFR)

### Selections

<div align="left"><figure><img src="/files/DFLAg4Agg98FahELJxSy" alt="" width="563"><figcaption></figcaption></figure></div>

* **Select similar**: selects surfaces or volumes with similar properties
* **Select instances**: selects all instances of the selected object. Vectary Processor identifies and automatically links all instanced objects, ensuring they remain synchronized during optimization.
* **Select all**: selects all objects in the scene
* **Invert selection**: inverts current selection
* **Select hidden objects**: selects objects that are enclosed within or obscured by other geometry and therefore not visible from the camera’s perspective. This is particularly helpful for optimizing scenes: users can easily identify and remove hidden objects that serve no purpose in the final visualization or interaction. Cleaning up these unnecessary elements can significantly enhance both performance and loading times.

### Object settings

<div align="left"><figure><img src="/files/ZB7DBDq3N6wcXYo3qW8u" alt="" width="563"><figcaption></figcaption></figure></div>

* **Rotate scene**: toggles object rotation across six axis orientations
* **Separate selection**: separates merged geometry into individual objects
* **Merge selection**: merges selected objects into one
* **Magic merge**: merges the lowest-level unlinked children in the hierarchy

## Top left toolbar

<div align="left"><figure><img src="/files/dRbPmyKwD8lkWVc0AcKI" alt="" width="254"><figcaption></figcaption></figure></div>

* <img src="/files/hgw4DCttiWVUGTL3wQUD" alt="" data-size="line"> **Object list**: toggle visibility
* <img src="/files/ogCEU0LdgGo4wRB0eNjM" alt="" data-size="line"> [**Fit view**](/documentation/design-process/control-bar/fit-view): centers selected object in view (Shortcut: <kbd>**A**</kbd>)
* <img src="/files/0ijU37jDGwTm3OUM5Ryl" alt="" data-size="line"> **Delete**: removes selected object (Shortcut: <kbd>**Delete**</kbd> or <kbd>**Backspace**</kbd>)
* <img src="/files/RyMiIan9dKmG3aqSUzhh" alt="" data-size="line"> **Isolate**: hides all other objects except the selection (Shortcut: <kbd>**I**</kbd>)
* <img src="/files/pt5VC9TyhcUjWfl5P7E3" alt="" data-size="line"> **Exit isolate**: exits isolation mode and shows all objects

## Upload to Vectary Studio

{% hint style="danger" %}

#### Projects in Vectary Processor are **not saved** automatically

All changes made during the optimization process remain local and are not preserved unless the project is manually uploaded. Uploading is done via the **`Upload to Vectary`** button, which transfers the current file to the Vectary Dashboard. Each upload generates a separate project entry, ensuring that the optimized version is securely stored and available for future editing or collaboration.
{% endhint %}

To save a project:<br>

1. Click **`Upload to Vectary`** (top-right corner)
2. Name the project
3. Select a workspace
4. Choose a folder<br>

{% hint style="info" %}
**Tip:** each uploaded file becomes an individual 3D asset in the Vectary Dashboard. Projects can be assembled later in the Workspace tab in Vectary Studio.
{% endhint %}

## Tabs

Multiple projects can be opened simultaneously in separate tabs.

<div align="left"><figure><img src="/files/puTXnhKpIBzKMNnfYGLO" alt="" width="411"><figcaption></figcaption></figure></div>

{% hint style="info" %}
**Tip:** continue working on one project while others are processing in background tabs
{% endhint %}

## Optimization tips

Optimized scenes are essential for achieving fast loading times and smooth performance in web environments across all platforms. As the final output from Vectary Processor is intended for use on the web, careful optimization ensures efficient rendering and a responsive user experience. Mesh density is a key factor in this process, as overly complex geometry can negatively impact performance. Reducing triangle count where possible helps maintain visual quality while significantly improving scene efficiency.

<div align="left"><figure><img src="/files/lBMc3Bs4gByLiaRLGuIb" alt="" width="267"><figcaption></figcaption></figure></div>

### **Mesh Density**

* Recommended range: 200k–500k Linked Triangles
* Keep triangle count as low as possible
* Use mesh optimization slider to control density
* Prioritize detail for objects closer to the camera; reduce detail for background objects

### **Object count**

* Recommended maximum: 500 objects
* Use **`Merge selection`** or **`Magic merge`** to reduce object count
* Only merge objects sharing the same material and behavior


# Import tips

## Replace geometry

The context menu of [**mesh objects**](#user-content-fn-1)[^1] includes the **Replace geometry** option. This action allows importing a new object in place of the current one while preserving its position, scale, and rotation.

Supported formats for this type of import: `FBX`, `GLTF`, `GLB`, `OBJ`, `STL`

<div align="left"><figure><img src="/files/onw0DfBSUvc7jka5AsAC" alt="" width="375"><figcaption></figcaption></figure></div>

[^1]: Mesh objects are indicated by this icon:  ![](/files/UysxGC5WmiatGkRHmOt1) . Objects of other types do not support this option.


# Design process

The design process involves various aspects of creating and refining 3D models. This includes working in design mode, applying materials and textures, configuring cameras, adjusting lighting, adding effects, and managing assets with libraries.

#### For more details, explore the following sections:

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Design mode</strong></td><td><a href="/pages/uWKXAUTz832Tie4I8NCt">/pages/uWKXAUTz832Tie4I8NCt</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Materials and Textures</strong></td><td><a href="/pages/qzqRybAVmAGvDSSZNRNL">/pages/qzqRybAVmAGvDSSZNRNL</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Animated materials</strong></td><td><a href="/pages/vYfSpQXMRrojx2IssfiG">/pages/vYfSpQXMRrojx2IssfiG</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Decals</strong></td><td><a href="/pages/ToAV4OIBb3IaeCJW3BNR">/pages/ToAV4OIBb3IaeCJW3BNR</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Camera</strong></td><td><a href="/pages/bf16CsGBwZBdVuhVujwA">/pages/bf16CsGBwZBdVuhVujwA</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Lighting and Environment</strong></td><td><a href="/pages/vRkWlUhFlCmwzcYkIto4">/pages/vRkWlUhFlCmwzcYkIto4</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Effects</strong></td><td><a href="/pages/sajFscfhJhwltHrPa5Ln">/pages/sajFscfhJhwltHrPa5Ln</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Background</strong></td><td><a href="/pages/0MDrTajxvB6v5ikOFFJ3">/pages/0MDrTajxvB6v5ikOFFJ3</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Ground plane</strong></td><td><a href="/pages/DOgZzgyGsW0zgzqrIxaZ">/pages/DOgZzgyGsW0zgzqrIxaZ</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Control bar</strong></td><td><a href="/pages/oPLHfMEskR71P1WaJpcj">/pages/oPLHfMEskR71P1WaJpcj</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Libraries</strong></td><td><a href="/pages/qgEo0mrURbCRSVb2slpF">/pages/qgEo0mrURbCRSVb2slpF</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Edit mode</strong></td><td><a href="/pages/eQatu4oFvg31NR0aedRR">/pages/eQatu4oFvg31NR0aedRR</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr></tbody></table>


# Design mode

## Overview

Design mode is the primary mode in Studio, where the core project development happens. In this mode, scenes are assembled by creating or importing 3D assets, adjusting materials, and adding interactive elements. Lighting, cameras, backgrounds, and effects can also be fine-tuned to enhance the final composition.

<figure><img src="/files/koOrBhmbi7Wi44lZ0ttE" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/fwY5bupQJZBh5LwL7XvM" alt=""><figcaption><p>Design mode tools</p></figcaption></figure>

## Design mode tools

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>Selection tools</strong></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td><td><a href="/pages/KaUacSSrxauQrzADDC6e">/pages/KaUacSSrxauQrzADDC6e</a></td></tr><tr><td><strong>Primitives</strong></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td><td><a href="/pages/IbjAJcN7Zmrjg21WP1Sr">/pages/IbjAJcN7Zmrjg21WP1Sr</a></td></tr><tr><td><strong>Light sources</strong></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td><td><a href="/pages/mRM4xaqNmzNvIFoMJco2">/pages/mRM4xaqNmzNvIFoMJco2</a></td></tr><tr><td><strong>Modifiers</strong></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td><td><a href="/pages/mnTsA7IvPu2Xymzjrg8x">/pages/mnTsA7IvPu2Xymzjrg8x</a></td></tr><tr><td><strong>Deformers</strong></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td><td><a href="/pages/1FOusj0PoDFR8hYCYBN2">/pages/1FOusj0PoDFR8hYCYBN2</a></td></tr><tr><td><strong>Setup</strong></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td><td><a href="/pages/lZK3nrxAiIVMt5xHGs6i">/pages/lZK3nrxAiIVMt5xHGs6i</a></td></tr><tr><td><strong>Interactive elements</strong></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td><td><a href="/pages/2eSrfrqD7fQtnu1VRdWx">/pages/2eSrfrqD7fQtnu1VRdWx</a></td></tr></tbody></table>

## Switching to Edit mode

It is also possible to edit object geometry in Edit mode. \
\
Learn more about it here: [Edit mode](/documentation/design-process/edit-mode)


# Selections tools

Selection tools allow precise control over object selection in the scene. Different methods provide flexibility depending on the workflow and selection requirements.

<div align="left"><figure><img src="/files/E7950ZVzEobA7n8RIU1g" alt="" width="356"><figcaption></figcaption></figure></div>

## Selection tools

These tools streamline the selection process, making it easier to manage complex scenes and make precise edits.

<table><thead><tr><th width="115">Type</th><th width="100">Hotkey</th><th width="495">Description</th></tr></thead><tbody><tr><td>Select</td><td><strong><code>Esc</code></strong></td><td>The default selection tool is active when no other tool is in use. It allows selecting objects individually with a single click.</td></tr><tr><td>Marquee</td><td><strong><code>M</code></strong></td><td>Click and drag to create a rectangular selection area, selecting all objects within it.</td></tr><tr><td>Lasso</td><td><strong><code>L</code></strong></td><td>Draw a freeform selection around objects to include them within the selection.</td></tr><tr><td>Paint select</td><td><strong><code>P</code></strong></td><td>Click and drag to paint over objects, gradually adding them to the selection.</td></tr><tr><td>Select all</td><td><strong><code>Ctrl+A</code></strong></td><td>Instantly selects all visible and unlocked objects in the scene.</td></tr><tr><td>Invert selection</td><td></td><td>Reverses the current selection, deselecting selected objects and selecting unselected ones.</td></tr></tbody></table>

{% hint style="info" %}
To select multiple objects, hold `Shift` when selecting objects on the canvas or hold `Ctrl`/`Cmd` when selecting from the left panel. \
In the left panel, objects can also be selected in a range by holding `Shift`.
{% endhint %}

{% hint style="info" %}
Locked objects cannot be selected on the canvas but can be selected from the left panel.
{% endhint %}

#### Deep selection

When an object is inside a group or affected by a modifier, it can be selected directly by holding Ctrl/Cmd while clicking on it. This bypasses the group or modifier, allowing for precise selection.

## Selection manager

Selections can be saved and then used in various project settings.&#x20;

Learn more about it here:  [Selections](/documentation/other/selections)

<div align="left"><figure><img src="/files/e65JrrqZvs5ZHUkszIey" alt="" width="233"><figcaption></figcaption></figure></div>


# Primitives

## **Overview**

**Primitives** are basic geometric shapes that serve as building blocks for 3D modeling. These shapes, such as boxes, spheres, and cylinders, come with adjustable parametric settings, allowing for modifications in size, subdivisions, and other attributes. Primitives are commonly used as starting points for creating more complex models.

<div align="left"><figure><img src="/files/fmnVQwyaw10452KZ0ACi" alt="" width="375"><figcaption></figcaption></figure></div>

* Box
* Sphere
* Cone
* Cylinder
* Tube
* Torus
* Polyhedron
* Plane
* [3D Text](/documentation/design-process/design-mode/3d-text)

Primitive shapes can be modified directly on the canvas or through the right panel settings.

{% embed url="<https://screen.studio/share/QpKPIVPB>" %}

## **Primitive adjustment**

Adjust the shape of the primitive using the purple handles.

<div align="left"><figure><img src="/files/PxBTKGImeDwySzoWD8TH" alt="" width="375"><figcaption></figcaption></figure></div>

These modifications can also be performed in the right panel for precise control.

<div align="left"><figure><img src="/files/WBXgNbQ3QsagfayFLxJi" alt="" width="299"><figcaption></figcaption></figure></div>

The number of segments (polygons) in the primitive can be modified using the input fields:

<div align="left"><figure><img src="/files/CjvHwWCRgFBEMVNz231h" alt="" width="299"><figcaption></figcaption></figure></div>

{% hint style="success" %}
A higher segment count increases the geometric detail, allowing for smoother transformations
{% endhint %}


# 3D Text

The 3D Text tool allows for the creation of editable 3D typography directly within the scene. Font, size, depth, and other parameters can be customized to integrate text seamlessly into a design.

Text can also be dynamic by using **expressions** and **variables -** [Variables & Expressions](/documentation/3d-configurator/variables-and-expressions)

<div align="left"><figure><img src="/files/kJysD1ZxxIWBCs0R06Xc" alt="" width="304"><figcaption></figcaption></figure></div>

The 3D text tool provides comprehensive customization options similar to those found in standard text editors.

<figure><img src="/files/2ZTcmfit5RkPx0BMHFCg" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
A wide selection of fonts is available, with support for custom font uploads in **`OTF`** format
{% endhint %}

* **Quality** – increasing this value adds more polygons, improving the detail and smoothness of the text.
* **Depth** – adjusts the extrusion depth of the text
* **Contour offset** – expands the outline of the letters

To edit individual letters separately, convert the 3D text into geometry:

{% embed url="<https://screen.studio/share/0mNMit1A>" %}


# Light sources

## Overview

By default, illumination in a scene comes from environment lighting ([Environment](/documentation/design-process/environment)). Local light sources provide additional illumination with defined positions and characteristics. These lights can complement environment lighting or completely replace it if environment lighting is disabled. They influence the appearance of objects by casting shadows and creating highlights.

<figure><img src="/files/8CtQEngQfuxeHSNac4R6" alt="" width="374"><figcaption></figcaption></figure>

Light sources are very easy to use and configure:

{% embed url="<https://vimeo.com/721493618>" %}

{% hint style="warning" %}
By default, a light source does not cast shadows; this must be enabled in the settings of each light source\
\ <img src="/files/jdLLx0NyT4Nu5LeHSlZc" alt="" data-size="original">
{% endhint %}

{% hint style="info" %}
The intensity of each light source can be set to more than 100%\
\
![](/files/5cCnWY4weT0mBhuhnFRx)
{% endhint %}

## **Point light**

A point light emits light in all directions from a single point in space.

{% embed url="<https://vimeo.com/769631484>" %}

* **Radius** – defines the size of the light source, affecting how shadows and highlights appear. A larger radius creates softer, more diffused shadows and broader highlights, while a smaller radius results in sharper shadows and more concentrated highlights.

## Spot light

A spot light emits a cone-shaped beam of light. It has a defined direction, angle, radius, and softness, allowing for precise control over illumination. \
Spotlights are commonly used for stage lighting, flashlights, and focused light effects.

{% embed url="<https://vimeo.com/769641464>" %}

* **Radius** – defines the size of the light source within the cone. A larger radius results in a bigger apparent source, while a smaller radius keeps the light more concentrated.<br>
* **Angle** – determines the spread of the light cone. A wider angle creates a broader beam of light, while a narrower angle focuses illumination on a smaller area.<br>
* **Softness** – controls the transition between the fully illuminated area and the outer edges of the light cone. Higher softness results in a gradual fade, whereas lower softness produces a sharper falloff.

## Directional light

A directional light simulates light coming from a distant source, such as the sun. It casts parallel rays across the scene, creating consistent lighting and shadows regardless of object positions.

{% embed url="<https://vimeo.com/769684100>" %}

* **Angle** – controls the spread of light rays. A smaller angle results in more focused lighting with sharper shadows, while a larger angle creates softer, more diffused shadows, simulating atmospheric scattering.

## Rectangle Light

A rectangle light is an area light source that emits light from a rectangular surface. It produces soft shadows and is useful for simulating large light panels, windows, or softbox lighting setups.

{% embed url="<https://vimeo.com/769685833>" %}

* **Width** & **Height** – define the physical dimensions of the light source. Larger values result in softer shadows and a more evenly distributed illumination.

## Settings

* **Intensity** – determines the brightness of the light source. This value can exceed `100%` if entered manually, allowing for higher light emission levels.\ <br>
* **Shadow** – by default, local light sources do not cast shadows. Enable this setting to allow shadows to be visible. Note that a surface is required for shadows to appear (e.g. [Ground plane](/documentation/design-process/ground-plane)).&#x20;

### **Dynamic**

1. **Non-Dynamic** mode – objects with a [Lightmap](/documentation/design-process/materials-and-textures/baked-textures/lightmap) do not receive diffuse reflections from the light source but still contribute to specular reflections.<br>
2. **Dynamic** mode – light influences all objects in the scene, including those with a [Lightmap](/documentation/design-process/materials-and-textures/baked-textures/lightmap). However, dynamic light sources are ignored when baking the Lightmap.

<figure><img src="/files/EQySNacQtBXpyGfo0TkT" alt=""><figcaption></figcaption></figure>

### **Retain AO**

1. Retain AO **disabled** – objects with an [Ambient Occlusion](/documentation/design-process/materials-and-textures/baked-textures/ambient-occlusion-texture) map do not receive diffuse reflections but still contribute to specular reflections.<br>
2. Retain AO **enabled** – light influences all objects in the scene, including those with an [Ambient Occlusion](/documentation/design-process/materials-and-textures/baked-textures/ambient-occlusion-texture) map.

<figure><img src="/files/VLwWJe2X6eWNySqL8abl" alt=""><figcaption></figcaption></figure>

{% embed url="<https://www.youtube.com/watch?v=swPzcGhtThQ>" %}


# Modifiers

## Overview

Modifiers are tools used to procedurally alter the geometry of objects in a non-destructive manner. They allow for dynamic adjustments and efficient modeling workflows by applying transformations, duplications, and shape modifications without permanently affecting the base mesh. Modifiers can be stacked and combined to achieve complex designs while maintaining flexibility for future edits.

<div align="left"><figure><img src="/files/GZGxwpFbAVMUmmQggAP1" alt="" width="375"><figcaption></figcaption></figure></div>

A modifier functions as a group, meaning it can be applied to multiple objects simultaneously. Additionally, one modifier can be applied to another, allowing for complex, layered transformations.&#x20;

<div align="left"><figure><img src="/files/CjT0v9b7t7mE6e9PFfKw" alt="" width="247"><figcaption></figcaption></figure></div>

The effect of a modifier can be temporarily disabled without removing it, providing flexibility in testing different configurations:

<div align="left"><figure><img src="/files/l2h4nBrOsaIECb3TUEMq" alt="" width="262"><figcaption></figcaption></figure></div>

To remove a modifier without deleting its contents, open the context menu and select **Ungroup** **`Ctrl+Shift+G`**

<div align="left"><figure><img src="/files/ncksxK7RkZoqkB0IENKk" alt="" width="363"><figcaption></figcaption></figure></div>

## Converting to geometry

Any modifier can be converted into geometry, preventing the system from recalculating operations each time, which improves performance while working in Studio.&#x20;

This is especially recommended for modifiers such as **Subdivide**, **Boolean**, and **Bevel**.

Converting **Array** and **Symmetry** modifiers into geometry will result in instances rather than independent objects. The geometry of these instances remains linked, meaning they do not increase the overall polygon count while still behaving as duplicated elements of the original object.

{% hint style="info" %}
Conversion is relevant only for Studio and does not affect the web viewer
{% endhint %}

<div align="left"><figure><img src="/files/1fStEZywFYBRVCnJDd2g" alt="" width="375"><figcaption></figcaption></figure></div>

## List of modifiers

<table><thead><tr><th width="146.15234375">Type</th><th>Description</th></tr></thead><tbody><tr><td><a data-mention href="/pages/J5x3g4THSelHxVFyfTBU">/pages/J5x3g4THSelHxVFyfTBU</a></td><td>Creates multiple instances of an object along a straight line with adjustable spacing and count parameters.</td></tr><tr><td><a data-mention href="/pages/MBvCHICnb60W6qjqpjaQ">/pages/MBvCHICnb60W6qjqpjaQ</a></td><td>Duplicates an object around a central point, allowing control over the number of copies, rotation, and distribution radius.</td></tr><tr><td><a data-mention href="/pages/TYezWcdwV7EXaTYx5fVC">/pages/TYezWcdwV7EXaTYx5fVC</a></td><td>Generates a grid-based duplication pattern with customizable rows, columns, and depth settings.</td></tr><tr><td><a data-mention href="/pages/iuNV6L8ykBYjEJMRtviI">/pages/iuNV6L8ykBYjEJMRtviI</a></td><td>Uses another object as a reference to distribute instances along its surface.</td></tr><tr><td><a data-mention href="/pages/pUc2WcLvqTetCdD48z7w">/pages/pUc2WcLvqTetCdD48z7w</a></td><td>Divides the geometry into smaller segments, increasing mesh density for smoother deformations.</td></tr><tr><td><a data-mention href="/pages/ziqdnFOXA81lk7eyd9GO">/pages/ziqdnFOXA81lk7eyd9GO</a></td><td>Adds chamfered edges to a model by smoothing sharp corners and refining geometry.</td></tr><tr><td><a data-mention href="/pages/uA5KMXSVZtR4PDmCEtMo">/pages/uA5KMXSVZtR4PDmCEtMo</a></td><td>Applies random transformations to objects, including position, rotation, and scale, for more organic variations.</td></tr><tr><td><a data-mention href="/pages/ycpr9YPIvcbqVGBZxtfV">/pages/ycpr9YPIvcbqVGBZxtfV</a></td><td>Mirrors an object along a chosen axis, ensuring that modifications on one side are automatically reflected on the other.</td></tr><tr><td><a data-mention href="/pages/evUzvLFjorjRm7w2JDSJ">/pages/evUzvLFjorjRm7w2JDSJ</a></td><td>Performs operations between two objects, such as union, subtraction, and intersection, to create complex shapes.</td></tr></tbody></table>


# Array Linear

Creates multiple instances of an object along a straight line with adjustable spacing and count parameters.

{% embed url="<https://vimeo.com/729610063>" %}


# Array Radial

Duplicates an object around a central point, allowing control over the number of copies, rotation, and distribution radius.

{% embed url="<https://vimeo.com/729615241>" %}


# Array Grid

Generates a grid-based duplication pattern with customizable rows, columns, and depth settings.

{% embed url="<https://vimeo.com/729623213>" %}


# Array Object

Uses another object as a reference to distribute instances along its surface.

{% embed url="<https://vimeo.com/727797649>" %}


# Subdivide

Divides the geometry into smaller segments, increasing mesh density for smoother deformations.

{% embed url="<https://vimeo.com/729238042>" %}


# Bevel

Adds chamfered edges to a model by smoothing sharp corners and refining geometry.

{% embed url="<https://vimeo.com/729253114>" %}


# Randomize

Applies random transformations to objects, including position, rotation, and scale, for more organic variations.

{% embed url="<https://vimeo.com/729272398>" %}


# Symmetry

Mirrors an object along a chosen axis, ensuring that modifications on one side are automatically reflected on the other.

{% embed url="<https://vimeo.com/729604863>" %}


# Boolean

## Overview

Boolean modifier performs operations between multiple objects to create complex shapes. The bottom object in the list acts as the main object, while all other objects above it participate in the operation with the main object.

<div align="left"><figure><img src="/files/aJnklw0BdxELs8nEBfPD" alt="" width="563"><figcaption></figcaption></figure></div>

Each participating object has an icon next to it that determines which of the three operations will be performed: **union**, **subtract**, or **intersect**. This means that the main object can have different types of operations with different objects simultaneously.

<div align="left"><figure><img src="/files/ZkyMFUJxpNTW2H9OuIw1" alt="" width="366"><figcaption><p>to change the operation type, click on the icon</p></figcaption></figure></div>

{% hint style="success" %}
The main object can be changed at any time by dragging another object to the bottom of the list
{% endhint %}

### **Separate by material**

Enabling this option ensures that each object involved in the Boolean operation retains its original material.

<div align="left"><figure><img src="/files/VbDaqtuA34mFtUMc2ip3" alt="" width="244"><figcaption></figcaption></figure></div>

{% hint style="info" %}
When this option is enabled, converting to geometry preserves the number of objects involved in the operation. If disabled, the conversion results in a single object.
{% endhint %}

## Union

Merges objects into a single shape while ensuring that the resulting geometry remains correct.

{% embed url="<https://vimeo.com/741459725>" %}

Unlike a simple merge operation, this method removes internal geometry at intersections, preventing unnecessary overlapping polygons.

<figure><img src="/files/BGHtH5hRcwtPuR5VG9fo" alt="" width="563"><figcaption></figcaption></figure>

## Subtract

Cuts the participating objects from the main object, removing overlapping sections and leaving behind the remaining shape.

{% embed url="<https://vimeo.com/741445919>" %}

## Intersect

Keeps only the overlapping parts between the main object and participating objects, removing all non-overlapping sections.

{% embed url="<https://vimeo.com/741459702>" %}

## Tutorial

{% embed url="<https://youtu.be/I_MhWLuDCmM>" %}


# Deformers

## Overview

Deformers are procedural tools used to modify the shape of objects without altering their underlying topology. They allow for flexible transformations that can be adjusted dynamically

<figure><img src="/files/wlJk4tEKLjXvyZDh5Yf8" alt=""><figcaption></figcaption></figure>

<div align="left"><figure><img src="/files/pZoB3DvTF2FgSi5kBzlS" alt="" width="375"><figcaption></figcaption></figure></div>

A deformer functions as a group, meaning it can be applied to multiple objects simultaneously. Additionally, one deformer can be applied to another, allowing for complex, layered transformations.&#x20;

<div align="left"><figure><img src="/files/9UOoKDJEipBey0r3AjYN" alt="" width="239"><figcaption></figcaption></figure></div>

The effect of a deformer can be temporarily disabled without removing it, providing flexibility in testing different configurations:

<div align="left"><figure><img src="/files/qM3TuR32Mo3hEIUg4R6M" alt="" width="398"><figcaption></figcaption></figure></div>

To remove a modifier without deleting its contents, open the context menu and select **Ungroup** **`Ctrl+Shift+G`**

<div align="left"><figure><img src="/files/piS1V849LO7TPTbEXKGX" alt="" width="346"><figcaption></figcaption></figure></div>

## Edit mode

The deformer’s area of effect can be adjusted in Edit mode. To enter this mode, select the deformer and click the Edit button. \
While in Edit mode, the shape of the area of effect can be modified using the gizmo by moving or scaling it.\
Additionally, the Type setting (Unlimited, Limited, Within Box), found among other deformer settings, influences the deformer’s area of effect.

## Converting to geometry

Any deformer can be converted into geometry, preventing the system from recalculating operations each time, which improves performance while working in Studio. This is particularly important for the **Simplify** deformer, as its calculations require significant resources.&#x20;

{% hint style="info" %}
Conversion is relevant only for Studio and does not affect the web viewer
{% endhint %}

<div align="left"><figure><img src="/files/uTykv7e8sjNazihhbjpj" alt="" width="311"><figcaption></figcaption></figure></div>

## List of deformers

<table><thead><tr><th width="134.7890625">Type</th><th>Description</th></tr></thead><tbody><tr><td><a data-mention href="/pages/tcD1462VdtnnOBlyl3Jb">/pages/tcD1462VdtnnOBlyl3Jb</a></td><td>Applies a curvature to an object, bending it along a defined axis. </td></tr><tr><td><a data-mention href="/pages/SAUKAQUILgziLLeG5xZD">/pages/SAUKAQUILgziLLeG5xZD</a></td><td>Rotates an object around its axis, creating a spiral effect. </td></tr><tr><td><a data-mention href="/pages/4KYS87gBkzw8NqoDYCSO">/pages/4KYS87gBkzw8NqoDYCSO</a></td><td>Gradually scales an object along a chosen axis, making one end narrower or wider than the other.</td></tr><tr><td><a data-mention href="/pages/kf5nXgwHAYwb0vLfP0GB">/pages/kf5nXgwHAYwb0vLfP0GB</a></td><td>Shears an object along an axis, shifting its top or bottom relative to the base, creating a slanted appearance.</td></tr><tr><td><a data-mention href="/pages/aU5I2tgYpYwE9NoDPXnz">/pages/aU5I2tgYpYwE9NoDPXnz</a></td><td>Scales an object along a single axis while maintaining its proportions on other axes, elongating or compressing the shape.</td></tr><tr><td><a data-mention href="/pages/1ZNFoK7vpuA6N6Cxs163">/pages/1ZNFoK7vpuA6N6Cxs163</a></td><td>Transforms an object’s shape towards a perfect sphere, adjusting its form while preserving the original volume.</td></tr><tr><td><a data-mention href="/pages/KSdh7Wn7AFYGbKJf7hcg">/pages/KSdh7Wn7AFYGbKJf7hcg</a></td><td>Applies randomized displacement to an object's surface, creating an organic, irregular look.</td></tr><tr><td><a data-mention href="/pages/f2WOVWkJ76tWHleFkO6Y">/pages/f2WOVWkJ76tWHleFkO6Y</a></td><td>Reduces the complexity of an object's geometry, optimizing its topology while maintaining overall shape integrity.</td></tr></tbody></table>


# Bend

Applies a curvature to an object, bending it along a defined axis. \
The angle and direction of the bend can be adjusted to achieve different effects.

{% embed url="<https://vimeo.com/718352693>" %}


# Twist

Rotates an object around its axis, creating a spiral effect. The twist effect is controlled by adjusting the Angle parameter, while the Help Direction setting defines the axis along which the deformation occurs.

{% embed url="<https://vimeo.com/769206301>" %}


# Taper

Gradually scales an object along a chosen axis, making one end narrower or wider than the other.

{% embed url="<https://vimeo.com/769210885>" %}


# Skew

Shears an object along an axis, shifting its top or bottom relative to the base, creating a slanted appearance.

{% embed url="<https://vimeo.com/769214489>" %}


# Stretch

Scales an object along a single axis while maintaining its proportions on other axes, elongating or compressing the shape.

{% embed url="<https://vimeo.com/769226024>" %}


# Spherify

Transforms an object’s shape towards a perfect sphere, adjusting its form while preserving the original volume.

{% embed url="<https://vimeo.com/769228528>" %}


# Noise

Applies randomized displacement to an object's surface, creating an organic, irregular look.

{% embed url="<https://vimeo.com/769235245>" %}


# Simplify

Reduces the complexity of an object's geometry, optimizing its topology while maintaining overall shape integrity.&#x20;

{% hint style="warning" %}
Note that very high-polygon models may cause the browser tab to become unresponsive
{% endhint %}

{% embed url="<https://vimeo.com/713999009>" %}

{% hint style="success" %}
To improve performance in Studio, it is recommended to bake the deformer whenever possible to avoid unnecessary recalculations.\
\
![](/files/FswF9kYEhBDFwknyZph7)
{% endhint %}

{% hint style="danger" %}

#### API-related warning

In a published project, objects under a **Simplify** modifier are baked - as a result, these objects are no longer individually targetable through the API.
{% endhint %}


# Setup

The Setup category includes additional tools that do not fit into other predefined categories but are essential for refining and organizing the design workflow. These tools assist in structuring scenes, adjusting visual presentation, and improving workflow efficiency.

<div align="left"><figure><img src="/files/DWF1apKyhkPdIxg5OZbT" alt="" width="563"><figcaption></figcaption></figure></div>

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Group</strong></td><td><a href="/pages/Rvmeo6RMjf8fObDCzG6k">/pages/Rvmeo6RMjf8fObDCzG6k</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Empty</strong></td><td><a href="/pages/J21AcuwMLu3uJGI0pbkb">/pages/J21AcuwMLu3uJGI0pbkb</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Camera</strong></td><td><a href="/pages/bf16CsGBwZBdVuhVujwA">/pages/bf16CsGBwZBdVuhVujwA</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Backdrop</strong></td><td><a href="/pages/lVIqhtbj3H5099BH50ei">/pages/lVIqhtbj3H5099BH50ei</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Smooth normals</strong></td><td><a href="/pages/kqWgJNhCEY3lz2umAvFc">/pages/kqWgJNhCEY3lz2umAvFc</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Clipping plane</strong></td><td><a href="/pages/Df5GlRyH86zTBfDHByU6">/pages/Df5GlRyH86zTBfDHByU6</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr></tbody></table>


# Group

* **Group** — `Ctrl+G`

Organizes multiple objects into a single group, allowing for easier management and manipulation.

<div align="left"><figure><img src="/files/uG04YbxqDd203w65dabX" alt="" width="284"><figcaption></figcaption></figure></div>

* **Ungroup** — `Ctrl+Shift+G`

{% hint style="warning" %}
Deleting a group removes both the group and its contents. To dissolve a group without deleting its contents, use the **Ungroup** function `Ctrl+Shift+G`, which removes the grouping while keeping all objects intact.

![](/files/Rtrfw9GlyBrP9TlRqMZz)
{% endhint %}

{% hint style="success" %}
This function also applies to modifiers, deformers, Variants, and other tools that operate based on the Group principle.
{% endhint %}

Group also has a setting that allows switching between a standard group and [Empty](/documentation/design-process/design-mode/setup/empty)

<figure><img src="/files/TaoN7H63oB4U67Q91FYS" alt="" width="243"><figcaption></figcaption></figure>


# Empty

A placeholder object that functions similarly to a group but has a default visual representation in the form of axes or a box. This visual representation can be removed at any time, turning the empty into a standard group.

{% embed url="<https://screen.studio/share/Tatg6b4v>" %}


# Camera

Multiple cameras can be added to the scene, each with a variety of settings and functions for precise framing and perspective control. The default camera lacks these advanced settings.&#x20;

Learn more here: [Camera](/documentation/design-process/camera)

<figure><img src="/files/QQdYSd1L6LoSh0KmTMSa" alt=""><figcaption></figcaption></figure>


# Backdrop

A specialized object designed for use as a seamless background, forming a continuous surface that serves as both the floor and the wall simultaneously. The curvature or angle between them can be adjusted to achieve smooth transitions, making it ideal for studio-style renders and product visualization.

{% embed url="<https://vimeo.com/769241570>" %}


# Smooth normals

Controls how object normals are smoothed, adjusting the transition between sharp and soft shading across surfaces. The angle setting, which defaults to 40 degrees, controls the transition between sharp and smooth shading. A value of 0 preserves all hard edges, while increasing the value progressively softens them, blending the shading across adjacent faces.

{% embed url="<https://vimeo.com/769247879>" %}


# Clipping plane

An invisible plane that clips objects in the scene, useful for sectional views and precise visualization adjustments.

The effect of the clipping plane can be restricted to specific objects, groups, or [selections](/documentation/other/selections).

{% hint style="success" %}
Since the Clipping plane is an object, it can be animated and used in interaction setups
{% endhint %}

{% embed url="<https://screen.studio/share/840dQexX>" %}

Multiple clipping planes can be used simultaneously, allowing for more complex sectional views and controlled visual effects.

{% hint style="warning" %}
The Clipping plane requires watertight geometry to function correctly. It does not work properly on planes or geometries with open edges.
{% endhint %}

#### Settings

* **Target** — defines an object, group, or [selection](/documentation/other/selections) that the clipping plane will affect.
* **Use material from target** — when disabled, the clipping plane applies its own material. When enabled, it adopts the material of the affected object, ensuring a seamless visual transition.&#x20;


# Interactive elements

These tools are used to create a 3D configurator.

<div align="left"><figure><img src="/files/IdQbIsvVv6zbGglDlFt5" alt="" width="435"><figcaption></figcaption></figure></div>

<table><thead><tr><th width="165">Tool</th><th>Description</th></tr></thead><tbody><tr><td><a data-mention href="/pages/RHAEsd06e3Xx7ShFcRdx">/pages/RHAEsd06e3Xx7ShFcRdx</a></td><td>This tool allows multiple objects/groups to be grouped together, with only one object visible at a time. This functionality is controlled using a radio button switch, enabling quick toggling between different variations within the group.</td></tr><tr><td><a data-mention href="/pages/oIa4NW3WpBvGqgMXqudZ">/pages/oIa4NW3WpBvGqgMXqudZ</a></td><td>This tool enables the integration of 2D UI elements within the 3D canvas, allowing for interactive overlays, labels, buttons, and other interface components</td></tr><tr><td><a data-mention href="/pages/ieYmB6oI2YDESKpRJWQ2">/pages/ieYmB6oI2YDESKpRJWQ2</a></td><td>Hotspots are 2D UI elements that can be easily attached to any part of a 3D object or scene, functioning as triggers for various actions (displaying/hiding UI elements, triggering animations/interactions)</td></tr></tbody></table>


# Materials and Textures

Easily create stunning photorealistic materials

## Overview

Vectary provides a flexible and intuitive workflow for managing materials. Users can create custom materials by adjusting key parameters such as metalness, roughness, refraction, and emission, among many others. Additionally, textures from external sources can be imported to achieve highly detailed and realistic surface effects.

A built-in material library offers a collection of ready-to-use materials, while also allowing users to store and reuse their custom materials for streamlined project management — [Materials library](/documentation/design-process/libraries/materials-library)

<figure><img src="/files/u2gMXZZQRnWif0ZjFm35" alt="" width="232"><figcaption></figcaption></figure>

## Sections

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>Basic materials</strong></td><td>Core material properties such as color, roughness, metalness, opacity, emission, and normal maps</td><td><a href="/files/SRBv52q7c0w1veu37vQa">/files/SRBv52q7c0w1veu37vQa</a></td><td><a href="/pages/0qS31q8xGdtZ1FETAGwF">/pages/0qS31q8xGdtZ1FETAGwF</a></td></tr><tr><td><strong>Advanced materials</strong></td><td>Additional properties like subsurface scattering, refraction, clearcoat, thinfilm for more complex material effects</td><td><a href="/files/jRfHffE3DUrkw4izP6mS">/files/jRfHffE3DUrkw4izP6mS</a></td><td><a href="/pages/MHCAvjaNfDQLBagcYwfB">/pages/MHCAvjaNfDQLBagcYwfB</a></td></tr><tr><td><strong>Baked textures</strong></td><td>Precomputed ambient occlusion (AO) and lightmap (LM) textures to optimize rendering performance while preserving detailed lighting and shading.</td><td><a href="/files/twqEhKMN3wjjWszuCwn1">/files/twqEhKMN3wjjWszuCwn1</a></td><td><a href="/pages/W27ZpTPx5uLdA6v90rEh">/pages/W27ZpTPx5uLdA6v90rEh</a></td></tr><tr><td><strong>Importing own textures</strong></td><td>Importing custom textures, including settings for texture projection and mapping adjustments.</td><td><a href="/files/lppkM5dPPR6X3cjQIRyX">/files/lppkM5dPPR6X3cjQIRyX</a></td><td><a href="/pages/SCCJWjG9fC11KY4pSNlg">/pages/SCCJWjG9fC11KY4pSNlg</a></td></tr></tbody></table>

## Settings

{% embed url="<https://vimeo.com/769927403>" %}

To access material settings, select an object. Once selected, the right panel will display the object's material list and material properties.

#### Material settings overview

{% tabs %}
{% tab title="Projection" %}
**Texture Projection** – adjusts how a texture is mapped onto an object. \
Learn more here: [Importing own textures](/documentation/design-process/materials-and-textures/importing-own-textures#texture-projection)

<div align="left"><figure><img src="/files/9FUuYf2uxA9QzuCIPgSc" alt="" width="231"><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="List" %}
**Material list** – each object can have multiple materials. A material is a collection of configured properties and textures — [#managing-materials](#managing-materials "mention")

<div align="left"><figure><img src="/files/gCAW7c2rwKKLpXGBgcmp" alt="" width="231"><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="Library" %}
**Material Library** – icon <img src="/files/EoBYuAl6hWTvKWLPGWnL" alt="library icon" data-size="line"> next to the material name opens the material library — [Materials library](/documentation/design-process/libraries/materials-library)

<div align="left"><figure><img src="/files/evvDguXjgQAjIUyTMxZn" alt="" width="231"><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="Basic" %}
**Basic properties** — core material properties such as color, roughness, metalness, opacity, emission, and normal maps — [Basic materials](/documentation/design-process/materials-and-textures/basic-materials)

<div align="left"><figure><img src="/files/OW87IMLyCSHbpC5PkBvN" alt="" width="231"><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="Advanced" %}
**Advanced options** — additional properties like subsurface scattering, refraction, clearcoat, thinfilm for more complex material effects — [Advanced materials](/documentation/design-process/materials-and-textures/advanced-materials)

<div align="left"><figure><img src="/files/Oo1MB3jwGU6uLQD3SBfW" alt="" width="231"><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="Baked" %}
**Baked textures** — precomputed ambient occlusion (AO) and lightmap (LM) textures to optimize rendering performance while preserving detailed lighting and shading — [Baked textures](/documentation/design-process/materials-and-textures/baked-textures)

<div align="left"><figure><img src="/files/NyRdb5Yr41SFnj5qlPLX" alt="" width="231"><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="Transformation" %}
**Texture transformation —** these settings apply transformations to all textures within a material. Similar settings are available in the texture settings for each property.

* Tiling - controls the repetition of a texture across a surface. Increasing the tiling value results in more repetitions within the same area.
* Offset - adjusts the position of a texture along the surface, shifting it horizontally or vertically.
* Rotation - rotates the texture around its axis, altering its orientation on the surface.

<div align="left"><figure><img src="/files/mQWGERM85XmBxkzcJCei" alt="" width="357"><figcaption></figcaption></figure></div>
{% endtab %}
{% endtabs %}

## Managing materials

Each object can have multiple materials, each defining its own set of properties and textures. Materials can be freely added, removed, duplicated, and adjusted, allowing for comprehensive control and customization throughout the project.

### **How to add a material**

To add a new material, select an object and click the **plus** icon in the material list on the right panel.

This allows multiple materials with different settings to be assigned to a single object.

<div align="left"><figure><img src="/files/jHosH8qJB5uaW0f813uV" alt="" width="239"><figcaption></figcaption></figure></div>

### **How to duplicate a material**

To duplicate an existing material, select an object and click the **duplicate** icon next to the material name in the material list on the right panel.

<div align="left"><figure><img src="/files/YlDjuiCr27LvS2jyo5i4" alt="" width="243"><figcaption></figcaption></figure></div>

### How to copy a material from another object

To copy a material from another object, select an object and click the **eyedropper** icon in the material list on the right panel. The cursor will change to a **crosshair**, indicating that you need to click on an object in the scene to copy its material. Clicking on the object will apply the selected material to the current object.

<div align="left"><figure><img src="/files/FHjuWc6muWznBFBlN4TL" alt="" width="240"><figcaption></figcaption></figure></div>

{% embed url="<https://www.youtube.com/watch?v=SvdFCoo5tAg>" %}


# Basic materials

Basic material properties define how a surface looks and reacts to light. These properties control essential aspects like color, reflectivity, transparency, and surface details. Each property can be manually adjusted or assigned a texture to create more complex and realistic materials.

<table><thead><tr><th width="154.2109375">Property</th><th>Description</th></tr></thead><tbody><tr><td><a data-mention href="/pages/lrzf93E0kKdyGUcVPNd7">/pages/lrzf93E0kKdyGUcVPNd7</a></td><td>Determines the base color of a material</td></tr><tr><td><a data-mention href="/pages/qhWbMs0kjddJcRGXoQsO">/pages/qhWbMs0kjddJcRGXoQsO</a></td><td>Controls how glossy or rough a surface appears</td></tr><tr><td><a data-mention href="/pages/nNyCS0Wx8PTjfwwL6YuV">/pages/nNyCS0Wx8PTjfwwL6YuV</a></td><td>Defines whether a material behaves like a metal or a non-metal</td></tr><tr><td><a data-mention href="/pages/hGoBnYbcnS53u2lHa9aQ">/pages/hGoBnYbcnS53u2lHa9aQ</a></td><td>Adjusts the transparency of a material</td></tr><tr><td><a data-mention href="/pages/DIJvu49LpYWjtSemH41A">/pages/DIJvu49LpYWjtSemH41A</a></td><td>Makes a material emit light, allowing it to glow regardless of the scene’s lighting</td></tr><tr><td><a data-mention href="/pages/bfP6H7az5YoDsOAzTXNx">/pages/bfP6H7az5YoDsOAzTXNx</a></td><td>Simulates surface details by affecting how light interacts with the material without changing its actual geometry</td></tr></tbody></table>

{% embed url="<https://www.youtube.com/watch?v=czgoIgrmuEQ>" %}


# Color

Determines the base color of a material. It can be set using a solid color, gradient or a texture to add variations and patterns. The final appearance of the color depends on the lighting and other material properties.

* Solid — HEX&#x20;
* Linear gradient — HEX, RGB
* Radial gradient — HEX, RGB
* Texture — JPG, PNG, SVG, WebP
* Animation — Lottie, GIF, MP4
* Figma frame — [Figma frames import](/documentation/importing/figma-frames-import)

{% embed url="<https://vimeo.com/723014438>" %}


# Roughness

Controls how glossy or rough a surface appears. A value of 0 creates a perfectly smooth surface with high specular reflection, but for a mirror-like effect, the material also needs full metalness. While higher values result in a diffuse, matte finish. A roughness texture can be used to vary the effect across the surface, adding realism.

<figure><img src="/files/m9jhARCNGbJM2dJ7Rv42" alt=""><figcaption></figcaption></figure>

{% embed url="<https://vimeo.com/769942153>" %}


# Metalness

Defines whether a material behaves like a metal or a non-metal. A value of 100 makes the surface fully metallic, reflecting its environment, while a value of 0 results in a non-metallic look. Metalness maps allow different areas of a material to have varying metallic properties.

<figure><img src="/files/oSIuFJrp2Q59PPnatS1c" alt=""><figcaption></figcaption></figure>

{% embed url="<https://vimeo.com/769953323>" %}


# Opacity

Adjusts the transparency of a material. A value of 100 makes the material fully opaque, while lower values make it more transparent.&#x20;

A black-and-white opacity texture can be imported, where black represents full transparency and white represents full opacity.<br>

Opacity supports two blending modes: **Blend** and **Mask:**

* **Blend** provides smooth transitions between transparent and opaque areas
* **Mask** works on a binary principle, meaning it does not produce intermediate transparency levels like Blend mode. It is particularly **recommended for AR**, as it ensures decals and textures display correctly.\
  Using Mask mode ensures that transparent areas do cast **shadows**, unlike Blend mode, where partial transparency prevents proper shadow formation. \
  Additionally, Mask mode improves **performance** by simplifying rendering calculations.&#x20;

The **Invert** option reverses the texture colors, turning white into black and vice versa.

{% embed url="<https://vimeo.com/769964397>" %}

* Linear gradient — HEX, RGB
* Radial gradient — HEX, RGB
* Texture — JPG, PNG, SVG, WebP
* Animation — Lottie, GIF, MP4
* Figma frame — [Figma frames import](/documentation/importing/figma-frames-import)


# Emission

Makes a material emit light, allowing it to glow regardless of the scene’s lighting. The effect becomes more pronounced in darker environments.

A custom glow color can be selected to achieve different lighting effects.

{% hint style="success" %}
The intensity value can be set higher than `100` for stronger illumination
{% endhint %}

Emission textures are often used to make textured objects appear brighter and less dependent on scene lighting. Typically, the same texture used for **Color** is applied to **Emission** to enhance brightness and visibility.

{% hint style="info" %}
To create a halo or neon-like effect, enable the [Bloom](/documentation/design-process/effects/bloom) effect
{% endhint %}

<figure><img src="/files/tbSbhR2FNNDW8Doj1uR4" alt=""><figcaption></figcaption></figure>

{% embed url="<https://vimeo.com/769977887>" %}


# Normal map

Normal maps enhance the visual quality of materials by adding intricate surface details without increasing polygon count. They simulate bumps, scratches, or fabric textures without modifying the actual geometry. This effect relies on imported textures and is achieved by manipulating how light interacts with the surface, enhancing realism and depth.

{% hint style="success" %}
Any image can be uploaded and will be automatically converted into a specialized normal map
{% endhint %}

**Invert** option flips the texture’s details, which can help correct shading issues or adjust the perceived depth of the surface.

{% embed url="<https://vimeo.com/819518319?share=copy>" %}

{% embed url="<https://vimeo.com/771257102>" %}


# Advanced materials

Advanced material properties provide greater flexibility in creating realistic surfaces such as high-performance polymers, tempered glass, frosted glass, coated metals, and multilayered composites. These properties allow for precise customization, making it possible to achieve complex materials with layered and dynamic visual effects.

<table><thead><tr><th width="158.27734375">Property</th><th>Description</th></tr></thead><tbody><tr><td><a data-mention href="/pages/IsI71AIN0TYepPPociqb">/pages/IsI71AIN0TYepPPociqb</a></td><td>Simulates light scattering beneath the surface of an object, creating a soft, translucent effect.</td></tr><tr><td><a data-mention href="/pages/3NK0XGbhJXBxiLBXqOeD">/pages/3NK0XGbhJXBxiLBXqOeD</a></td><td>Controls how light bends when passing through a transparent material, simulating effects like glass, water, or gemstones. </td></tr><tr><td><a data-mention href="/pages/StzzNpR7c51ACH5sePP8">/pages/StzzNpR7c51ACH5sePP8</a></td><td>Adds an extra transparent layer on top of a material, simulating varnishes, car paints, or protective coatings. </td></tr><tr><td><a data-mention href="/pages/LoZKlcZC1Itb54PCutrK">/pages/LoZKlcZC1Itb54PCutrK</a></td><td>Replicates the interference effect seen in thin layers of transparent material, such as soap bubbles or oil on water. </td></tr><tr><td><a data-mention href="/pages/hdYUY7KwouodOP0atMJ6">/pages/hdYUY7KwouodOP0atMJ6</a></td><td>Defines how much light is reflected from the surface of a material, influencing its shininess and realism.</td></tr><tr><td><a data-mention href="/pages/iYf8CKqkeR5ZzyXRC21v">/pages/iYf8CKqkeR5ZzyXRC21v</a></td><td>Enables rendering of both the front and back faces of a surface, ensuring the material is visible from all angles.</td></tr></tbody></table>

{% embed url="<https://www.youtube.com/watch?v=C_sN5qEYg4s>" %}


# Subsurface

Simulates light scattering beneath the surface of an object, creating a soft, translucent effect. This property is crucial for materials like skin, leaves, wax, and marble, where light penetrates, scatters, and exits at different points, producing a natural look. \
\
A **color** can be selected to define the scattering effect. Additionally, a **radius** parameter controls the depth of light penetration, adjusting the softness and intensity of the effect for greater realism.

<figure><img src="/files/UYSmKy7AVKGy3zEkccJN" alt=""><figcaption></figcaption></figure>

{% embed url="<https://vimeo.com/771688794>" %}


# Refraction

Controls how light bends when passing through a transparent material, simulating effects like glass, water, or gemstones.&#x20;

This property includes a value range from 0 to 100, which controls the strength of the refraction effect. A value of 0 results in no refraction, while 100 produces the strongest bending of light. \
\
**Index of Refraction (IOR)** determines how much light changes direction when passing through the material. Common IOR values include 1.0 for air, 1.33 for water, 1.52 for standard glass, and higher values for denser materials like diamonds (2.42).

**Thickness and Absorption** parameters refine how light interacts within the material. **Thickness** influences the perceived density, while **Absorption** determines how much light is lost as it passes through. A selectable color defines the absorption effect, adding depth and realism.

{% hint style="info" %}
The appearance of refractive materials is highly dependent on lighting conditions, as reflections, distortions, and transparency change based on the surrounding environment.&#x20;
{% endhint %}

{% hint style="success" %}
Enabling [Double sided material](/documentation/design-process/materials-and-textures/advanced-materials/double-sided-material) can significantly improve the object's appearance by enhancing how light interacts with both front and back surfaces of the material.
{% endhint %}

<figure><img src="/files/KgJX7VOwTjxLjjUeKoob" alt=""><figcaption></figcaption></figure>

{% embed url="<https://vimeo.com/771703985>" %}


# Clearcoat

Adds an extra transparent layer on top of a material, simulating varnishes, car paints, or protective coatings.&#x20;

The **intensity** of the effect ranges from 0 to 100%.&#x20;

A **color** can be assigned to tint the clearcoat layer, influencing how it blends with the base material and altering its final appearance.&#x20;

This layer has its own **roughness** settings, with roughness adjustable from 0 to 100%, allowing for enhanced surface detail and precise control over the finish.

<figure><img src="/files/TGhNz6AHEf5AhKN0UBT7" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Note that the visibility and impact of the Clearcoat effects are highly dependent on the scene lighting. Different lighting conditions can significantly alter the visual perception of the coating, so it's recommended to fine-tune the lighting for optimal results.
{% endhint %}

<figure><img src="/files/6VHAfkdlSdZej3STXyct" alt="" width="245"><figcaption></figcaption></figure>


# Thinfilm

Replicates the interference effect seen in thin layers of transparent material, such as soap bubbles or oil on water. The intensity of the effect can be adjusted from 0 to 100%. It creates iridescent color shifts depending on the viewing angle. Thinfilm is controlled through a gradient, allowing precise customization of color shifts.&#x20;

Additional colors can be added beyond the three default ones, enabling more complex iridescent effects.

<figure><img src="/files/6SCW2s6WHUAry02c8mpc" alt="" width="375"><figcaption></figcaption></figure>


# Reflectivity

Defines how much light is reflected from the surface of a material, influencing its shininess and realism. Higher values make the surface more reflective, while lower values create a more diffuse appearance. A texture can be used to create varied reflectivity across different areas of the material.

{% embed url="<https://screen.studio/share/VPabGRxT>" %}


# Double sided material

The **Double-Sided Material** option enables rendering of both the front and back faces of a surface, ensuring the material is visible from all angles. This is particularly useful for thin objects like paper, leaves, or fabric, where both sides need to be rendered without requiring additional geometry.

Enabling this feature ensures correct shading and lighting behavior, improving realism in scenes where single-sided rendering would cause visibility issues.

{% hint style="warning" %}
It can negatively impact performance as it doubles the number of rendered faces. It is recommended to use this option only when necessary.
{% endhint %}

{% embed url="<https://screen.studio/share/nbV8CnEU>" %}


# Baked textures

## Overview

Texture Baking is the process of storing calculated rendering information onto a texture (image). This process can be performed for individual objects or multiple objects simultaneously.

#### **Benefits**

* Performance\
  \
  Texture baking allows disabling the Ambient Occlusion effect and significantly reduces or eliminates the necessity for real-time lighting calculations. As a result, overall rendering performance improves noticeably.<br>
* Realism\
  \
  The photorealistic path-tracing rendering method utilized by texture baking ensures highly realistic and impressive visual outcomes.

{% hint style="success" %}
Texture baking calculations are performed locally on the computer, fully leveraging **CPU** capabilities
{% endhint %}

## **What textures can be baked in Vectary Studio**

<table><thead><tr><th width="260.83984375">Textures</th><th>Description</th></tr></thead><tbody><tr><td><a data-mention href="/pages/tC6Z3Wlf6eDkJdmc2at9">/pages/tC6Z3Wlf6eDkJdmc2at9</a></td><td>A grayscale texture that simulates soft shadowing and ambient light occlusion in crevices and tight spaces, enhancing the realism of 3D models by adding depth and detail to surfaces.</td></tr><tr><td><a data-mention href="/pages/cHYfloJ24LJiqNuwhdR6">/pages/cHYfloJ24LJiqNuwhdR6</a></td><td>A precomputed texture that stores lighting data, enhancing visual realism and optimizing.</td></tr><tr><td><a href="/pages/DOgZzgyGsW0zgzqrIxaZ#baked-shadow">Ground plane</a></td><td>A virtual surface that helps integrate 3D objects into a scene by providing a base for casting shadows.</td></tr><tr><td><a data-mention href="/pages/aVl4D0oZ3J1cHVrrWQuP">/pages/aVl4D0oZ3J1cHVrrWQuP</a></td><td>Converting <strong>AO map</strong> and <strong>Lightmap</strong> textures into <strong>Roughness</strong> and <strong>Emission</strong> to ensure proper functionality across all devices in AR.</td></tr></tbody></table>

## Settings

Optimal settings vary significantly depending on each object's characteristics and scene context, including object dimensions, material properties, lighting setup, and visibility within the scene. It is recommended to initially choose lower settings and gradually increase these parameters if necessary.

#### Resolution

* Available resolutions: 256px, 512px, 1024px, 2048px, 4096px
* Auto mode dynamically determines optimal texture resolution based on the size of objects relative to the largest one in the scene.

#### **Quality**

This parameter determines the number of samples used during rendering. The higher the sample count, the longer the rendering process takes, but the smoother the final texture.

* Draft: 16 samples
* Medium: 256 samples
* High: 1024 samples

#### **Denoise**

Removes visual noise from baked textures, improving clarity.

## UV0 & UV1

UV channels define how textures are projected onto 3D models by mapping 2D image data onto 3D geometry. Effective UV mapping is essential for accurate texture representation. Vectary Studio supports two distinct UV channels for optimized texture baking workflows.<br>

<figure><img src="/files/gmq3tZNNRcRBGmD5Fi6T" alt="" width="563"><figcaption><p><strong>Ambient Occlusion</strong> map and <strong>Lightmap</strong> are generated as <strong>UV1</strong> by default, but can be set to become part of <strong>UV0</strong></p></figcaption></figure>

{% tabs %}
{% tab title="UV0" %}

* Use this channel to link Ambient Occlusion and Lightmap textures with other textures (Color, Roughness, Metalness, etc.). This allows all linked textures to update simultaneously when adjusting texture projection.
* Beneficial if the model was already UV unwrapped prior to importing into Vectary.

**Textures using UV0:**

* Color
* Roughness
* Metalness
* Opacity
* Emission
* Normal map
* Thickness

<div align="left"><figure><img src="/files/wgZ7dOvzo7TAlsumsmMz" alt="" width="188"><figcaption></figcaption></figure></div>
{% endtab %}

{% tab title="UV1" %}

* Use this channel to keep Ambient Occlusion and Lightmap textures independent from other textures.
* Matches the object's exact geometry, thus requiring proper UV unwrapping for accurate results.\
  ![](/files/14OWkn93NE07l9cFXRYk)
* Slightly increases the scene size due to an extra UV map.

**Textures using UV1**:

* Ambient Occlusion
* Lightmap
  {% endtab %}
  {% endtabs %}

{% hint style="info" %}
It is generally preferable to maintain **UV0** and **UV1** separately, ensuring independent adjustments of the texture projection
{% endhint %}

* **Update UV** — necessary when geometry is altered to ensure textures correctly align with the updated geometry.

> **Example:**
>
> A 3D table model includes two textures: a wood texture (Color, UV0) and a Lightmap (UV1). If the projection of the wood texture (UV0) needs adjusting, it can be done independently, without affecting the Lightmap texture on UV1.

## **Baking time**

Texture baking, based on path tracing, produces high-quality results but takes time. Baking duration depends on resolution, sample quality, and the number of objects.

\
Optimizing baking time:

* Begin with lower resolutions for testing
* Limit resolution and sample settings to practical necessities
* Bake smaller object groups or individually
* Temporarily hide non-essential objects
* Utilize real-time Lightmap previews for quicker assessments

{% hint style="success" %}
Continue working on the scene during baking
{% endhint %}

## Common issues

Artifacts (Fireflies): Bright spots may appear on textures due to highly reflective or refractive materials acting as secondary light sources.

Elimination methods:

* Adjust lighting intensity or reduce the number of lights.
* Lower reflectivity or increase roughness in material settings.
* Raise quality (sample count).
* Enable Denoise to minimize or remove artifacts.

## Tutorials

{% embed url="<https://youtu.be/mRqP08zpbBU>" %}

{% embed url="<https://www.youtube.com/watch?v=B7fproJakQU>" %}


# Ambient occlusion (texture)

Ambient Occlusion is an effect that simulates soft shadows and shading by calculating how geometry blocks ambient light, adding depth and realism to 3D models.

An **Ambient Occlusion** **(AO)** **texture** is pre-rendered and stored as an image, enhancing realism without negatively impacting performance during real-time rendering. This texture can be generated directly within Vectary Studio or imported from external software

{% hint style="info" %}
The AO texture generation does not depend on scene lighting conditions. It captures geometry-based shading purely from the distances and angles between surfaces. Therefore, AO textures remain consistent and effective regardless of lighting changes within the scene.
{% endhint %}

Recommended uses:

* Static scenes
* High-detail objects requiring realistic shading
* Scenes aiming for optimized rendering performance

<figure><img src="/files/lAHnaYCJSKxA4xaBbtYl" alt=""><figcaption></figcaption></figure>

## Tutorials&#x20;

Learn more about this feature: [Light sources](/documentation/design-process/design-mode/light-sources#retain-ao)

{% embed url="<https://www.youtube.com/watch?v=swPzcGhtThQ>" %}


# Lightmap

A Lightmap is a pre-rendered texture that stores lighting information, including environmental lighting, local light sources, and material properties of each object within a scene. Using a Lightmap texture significantly enhances the realism of lighting without compromising real-time performance.

Key features of lightmap:

* Captures detailed information about the environmental lighting, local light sources, and material attributes of objects
* Improves rendering efficiency by reducing the need for real-time lighting calculations
* Provides highly realistic lighting and shadow effects for static scenes

{% hint style="info" %}
It is possible to import externally created **Lightmap** textures into Vectary Studio: **JPG**, **PNG**, **HDR**, **EXR**&#x20;
{% endhint %}

{% hint style="success" %}
Vectary Studio includes a real-time preview mode specifically for Lightmaps, facilitating fast visual assessment before committing to final texture baking.

![](/files/XEJakdU1LhtbsKkAi7Z8)
{% endhint %}

<figure><img src="/files/taFU0U3k1ofho0vbexh9" alt=""><figcaption></figcaption></figure>


# Texture remapping

Texture remapping allows converting [Ambient occlusion (texture)](/documentation/design-process/materials-and-textures/baked-textures/ambient-occlusion-texture) and [Lightmap](/documentation/design-process/materials-and-textures/baked-textures/lightmap) (proprietary material properties) into basic material settings such as **Roughness** and **Emission**, which are supported in standard 3D formats like **GLB**, **FBX**, **OBJ**, **USDZ**. This ensures that the object retains a similar appearance when exported into a file or viewed in **AR**.

**How to run remapping:**

* for this feature to become available, the object or group must contain **Ambient Occlusion** or a **Lightmap** in any of its materials
* select the desired object or group and right-click to open the context menu
* select the **`Remap AO and LM`**

<figure><img src="/files/0CUlD1b2cpHsOx9kSgbY" alt=""><figcaption></figcaption></figure>

The time required for the remapping process may vary depending on the complexity of the scene.

**Result:**

* the original object will be hidden
* a copy of the object will appear (If the result is satisfactory, the original object may be deleted, they are not linked)
* the copy of the object will include **Roughness** and **Emission** maps instead of **Ambient Occlusion** and **Lightmap**

{% hint style="info" %}
Brightness and contrast settings can be adjusted for the **Roughness** and **Emission** maps if they do not match the appearance of the **Ambient Occlusion** and **Lightmap**.
{% endhint %}

{% embed url="<https://screen.studio/share/jjd2f4V2>" %}


# Importing own textures

## Overview

Vectary Studio allows importing custom textures into almost every material property, providing extensive customization options to enhance visual fidelity and achieve desired effects.

<figure><img src="/files/wPeWedeb1U3APNxYwrWD" alt="" width="563"><figcaption></figcaption></figure>

### Material properties supporting custom texture import

* [Color](/documentation/design-process/materials-and-textures/basic-materials/color)
* [Roughness](/documentation/design-process/materials-and-textures/basic-materials/roughness)
* [Metalness](/documentation/design-process/materials-and-textures/basic-materials/metalness)
* [Opacity](/documentation/design-process/materials-and-textures/basic-materials/opacity)
* [Emission](/documentation/design-process/materials-and-textures/basic-materials/emission)
* [Normal map](/documentation/design-process/materials-and-textures/basic-materials/normal-map) (images imported here will automatically convert to a normal map)
* [Ambient occlusion (texture)](/documentation/design-process/materials-and-textures/baked-textures/ambient-occlusion-texture)
* [Lightmap](/documentation/design-process/materials-and-textures/baked-textures/lightmap)
* Thickness or [Refraction](/documentation/design-process/materials-and-textures/advanced-materials/refraction)
* [Reflectivity](/documentation/design-process/materials-and-textures/advanced-materials/reflectivity)

### Methods for importing textures

* Upload directly from a computer
* Insert a URL link to an image
* Import directly from Figma - [Figma frames import](/documentation/importing/figma-frames-import)

### Supported texture formats

* Static images: **JPG**, **PNG**, **WebP, SVG**
* Animated textures: **Lottie**, **GIF**, **MP4**

### Texture management

* Imported textures remain available for use within the current project and will automatically be removed upon reopening if not applied to any material/setting.
* Imported animated textures automatically loop when the scene loads, playback can be managed in Interact mode - [Animated texture](/documentation/3d-configurator/interactions/actions/animated-texture)
* Imported textures can be modified with various controls such as **saturation**, **brightness**, **contrast**, **inversion**, **tiling**, **offset**, **rotation**, and **resolution** adjustments.

{% hint style="success" %}
All used textures and their resolutions are displayed in preview mode, enabling quick optimization
{% endhint %}

## Texture Projection

Texture projection determines how a texture maps onto the surface of a 3D object. Several projection types are available, each suited to different geometric shapes or visual effects:

<figure><img src="/files/Tpxu8bgIOlPsEgLZ4nFG" alt="" width="242"><figcaption></figcaption></figure>

* **Plane projection:** projects textures onto objects as if projected from a flat plane
* **Box projection:** applies textures onto objects using box-shaped projections
* **Sphere projection:** maps textures around an object as if wrapped around a sphere
* **Cylindrical projection:** wraps textures around cylindrical-shaped objects
* **Unwrap:** utilizes object's UV unwrap to accurately map textures according to geometry

{% hint style="success" %}
Clicking the projection shape icon repeatedly cycles through different projection axes
{% endhint %}

Manual adjustment of texture projection:

* Click the projection icon to enter texture projection editing mode
* In this mode, a Gizmo tool allows manual adjustments, including moving, scaling, and rotating textures directly on the object
* Once adjustments are complete, click the **`Exit texture projection`** button to finish editing

{% embed url="<https://vimeo.com/724808402>" %}


# Animated materials

Vectary Studio supports importing animated files such as **Lottie**, **GIF**, or **MP4** for versatile uses within your scenes. These animations can function as **textures**, **decals**, **UI elements**, or **interactive hotspots**.

### Importing animated files as textures

* Open a material property that supports texture import
* Select the **Animation** option
* Upload your animated file (Lottie, GIF, or MP4)

<div align="left"><figure><img src="/files/QXz9rsqVhsG1Dqz5eZjC" alt="" width="375"><figcaption></figcaption></figure></div>

{% hint style="success" %}

#### **Video with audio**

When a video file containing an audio track is uploaded, a slider appears in the texture settings to control the audio volume.

![](/files/5edKedPlb1rKFwq17iNg)
{% endhint %}

### Importing animated files as separate objects

* Drag an animated file directly onto the canvas
* This imports a file as a textured plane
* The textured plane can then be positioned, resized, or applied onto any 3D object as a decal or sticker ([Decals](/documentation/design-process/decals))

{% hint style="success" %}
Switch to **Preview** mode to see how the animation or video functions
{% endhint %}

### Tutorials

{% embed url="<https://www.youtube.com/watch?v=FOtyQrlSuwU>" %}


# Decals

## Overview

Vectary Studio simplifies applying designs onto 3D objects through decals. Decals allow quick and intuitive application of images, animations, or videos directly onto the surface of any geometry.

{% hint style="success" %}
Supported formats: **JPG**, **PNG**, **WebP**, **SVG**, **Lottie**, **GIF**, **MP4**&#x20;
{% endhint %}

## How it works

{% stepper %}
{% step %}
**Import your file**

Just dragging it onto the canvas
{% endstep %}

{% step %}
**Apply decal**

Grab the pivot point of the imported plane and move it towards the 3D object. It will automatically adapt to the geometry's surface.
{% endstep %}

{% step %}
**Adjusting**

Once placed, decals can be resized or rotated using the Gizmo
{% endstep %}
{% endstepper %}

{% embed url="<https://screen.studio/share/UEuRsJKI>" %}

## Editing decals

* A decal is a regular 3D object with the same properties, including full control over materials, textures, and other 3D object settings.

* **Offset** - available after a decal is attached to an object; shifts the decal away from the surface to prevent flickering caused by overlapping geometry.\
  \
  ![](/files/IOg1RiqobQeCKpxcosVJ)

* **Use projection decals -** projects the decal texture straight onto the surface rather than wrapping it around the geometry. Produces cleaner results on flat areas but may clip on complex shapes.<br>

{% hint style="info" %}
Selecting the same texture in the [Emission](/documentation/design-process/materials-and-textures/basic-materials/emission) property as in [Color](/documentation/design-process/materials-and-textures/basic-materials/color) makes the decal appear bright and unaffected by scene lighting.
{% endhint %}

## Figma integration

* Decals can also be imported directly from Figma - [Figma frames import](/documentation/importing/figma-frames-import)
* Any changes made in Figma can be updated in Vectary Studio with just one click

## Tutorials

{% embed url="<https://youtu.be/HDKoRGCSCwQ?si=Ib5bCNY6P482J84K>" %}

{% embed url="<https://www.youtube.com/watch?v=3jI4GFvFa_s>" %}


# Camera

## **Overview**

By default, scene are viewed and edited using a default camera without specific settings. However, multiple custom cameras with various settings can be added, offering enhanced control and visual customization options:<br>

* **Perspective**
* **Field of View**
* **Depth of Field**
* **View Limits**
* **Turntable**
* **Custom Aspect Ratio**

<figure><img src="/files/QQdYSd1L6LoSh0KmTMSa" alt=""><figcaption><p>Each camera can be individually customized with its own settings</p></figcaption></figure>

<br>

### Enter/Exit view

After adding a new camera, a view does not activate automatically. To view a scene from a camera’s perspective, select the camera icon in the left panel or click the **`Enter View`** button within the camera settings.\
\
![](/files/L0fmhzlq5DsRNtntz8sa)<br>

![](/files/hz7kUp0uyliKlm7mNf6V)<br>

Camera adjustments can be made without entering the camera view. Simply select the desired camera and modify its settings in the right panel.

### Focal point

The camera's focal point determines the center of rotation and the focus of view. Use the [Fit View](/documentation/design-process/control-bar/fit-view) feature (shortcut key **`A`**) to automatically align the focal point with the center of a selected object.

To adjust the focal point manually, select the camera, then click a focal point on the canvas. The Gizmo tool will then shift control to the focal point, allowing repositioning independently of the camera.

{% embed url="<https://screen.studio/share/zuGZEuBY>" %}

{% hint style="success" %}
Locking the camera after finding the ideal view prevents accidental position changes\
\
![](/files/EpSH6tvO9GhELajUyVft)
{% endhint %}

## Camera settings

### **Perspective and Orthographic**

* **Orthographic:** objects maintain consistent size and spacing regardless of their distance
* **Perspective:** mimics human vision, where objects appear smaller as they get farther away

{% embed url="<https://vimeo.com/716735984>" %}

### Field of view

Adjusting this setting can dramatically alter perceived scale and spatial depth. For instance, small interiors can seem expansive, and objects can appear larger or smaller depending on the setting.

{% embed url="<https://vimeo.com/768533144>" %}

### Depth of field

Enhances realism by simulating camera focus.

* **Focus offset** — defines the area in clear focus, blurring surrounding areas
* **Intensity** — controls the amount of blur applied

{% embed url="<https://vimeo.com/768550518>" %}

### **View Limits**

Limits camera interactions such as rotation, zoom, and panning for controlled viewer experience

Setting all parameters to 0 completely restricts scene movement.

Changes can be previewed in Preview mode.

<figure><img src="/files/O9UOm17X3Fu0yQ7heAEX" alt="" width="249"><figcaption></figcaption></figure>

### **Turntable**

Enables continuous rotation around the camera's focal point.

<figure><img src="/files/DCg9Z3FYaIFQY8XlHkLQ" alt="" width="239"><figcaption></figcaption></figure>

**Duration** — determines rotation speed

**Easing** — controls smoothness of acceleration; higher values provide smoother transitions

**Resume** — automatically resumes rotation after scene interactions

**Resume Delay** — specifies delay before resuming rotation after interaction

### Custom aspect ratio

Maintains consistent framing when the viewport size decreases, ensuring the distance between the model and the edges of the frame remains constant.

Allows specifying precise aspect ratios individually for each camera, such as **`4:3`**, **`16:9`**, **`1:1`**, **`9:16`**, **`21:9` ,** etc.

{% hint style="info" %}
Also useful for exporting images, enabling downloads in various aspect ratios
{% endhint %}

{% embed url="<https://vimeo.com/828154838>" %}


# Environment

## Overview

Environment in 3D scenes defines the lighting and reflections of the scene. This is achieved using an **HDRI** (High Dynamic Range Image), which provides realistic lighting by capturing a wide range of luminance values, from deep shadows to bright highlights. The lighting in your scene primarily comes from this HDRI environment, making it crucial for realistic rendering.

Materials can look dramatically different depending on the selected HDRI, directly influencing the final appearance of your project. You can find various HDRIs online and easily import them by dragging and dropping the files directly onto the canvas (in `HDR` or `EXR` format).

{% embed url="<https://screen.studio/share/I3VsSr7X>" %}
Check out how different the materials look with different HDRI
{% endembed %}

{% hint style="info" %}
Environment lighting provided by HDRI can always be supplemented or replaced by **additional light sources** if necessary - [Light sources](/documentation/design-process/design-mode/light-sources)&#x20;
{% endhint %}

{% hint style="info" %}
To make the HDRI to be visible as a **background**, this can be configured in the background settings - [Background](/documentation/design-process/background)
{% endhint %}

## Settings

Adjusting HDRI settings is essential, as they influence the appearance of materials, reflections, shadows, and even the project size by modifying resolution. Proper attention to these settings is recommended for achieving the best results.

<figure><img src="/files/mhouB5gXDlCHv3hla5Wb" alt="" width="563"><figcaption></figcaption></figure>

* **Intensity** — сontrols the overall brightness of the HDRI environment, affecting how much light is cast onto objects in the scene. The intensity value can be manually set beyond `100` for stronger lighting effects.
* **Rotation** — сhanges the orientation of the HDRI, altering the direction of lighting and reflections.
* **Hue** — adjusts the overall color tint of the HDRI, shifting the color balance of the environment lighting.
* **Saturation** — controls the intensity of colors within the HDRI, allowing for more vivid or muted tones.
* **Shadow** — сontrols the intensity and visibility of shadows cast by the HDRI environment.
* **Blurriness** — softens the HDRI, reducing sharp reflections and creating a more diffused lighting effect. Increasing this setting to the maximum will minimize the visibility of the HDRI in reflections.
* **Resolution** — determines the quality and detail level of the HDRI. Higher resolutions provide sharper reflections but increase project size.

## Library

Read more about this here: [Environments library](/documentation/design-process/libraries/environments-library)

## Tutorials

{% embed url="<https://www.youtube.com/watch?v=Ld9dOsg6cEg>" %}


# Background

The background setting determines how the scene’s backdrop is displayed.

<figure><img src="/files/zwbxvrwmLY4jAJHeYMNC" alt="" width="375"><figcaption></figcaption></figure>

* **Transparent** — removes the background, making the scene fully transparent

* **Environment** — uses the HDRI environment ([Environment](/documentation/design-process/environment)) as the background, blending the lighting and reflections with the scene.\
  \
  \- **Ground projection** — modifies the HDRI projection to create a realistic ground surface, ensuring objects appear naturally integrated into the environment. This prevents the floating effect typically seen with spherical HDRI projection and enhances realism by aligning the background and reflections with the scene.\
  \
  \- **Size** — adjusts the projection size to match the scale of the scene\
  \
  \- **Blur** — applies an extreme blur effect, making the HDRI background indistinguishable except for its colors. If background blur is disabled, additional blur adjustments can be made in the environment settings.\
  \
  **- Environment settings** — [Environment](/documentation/design-process/environment#settings)

* **Solid** — applies a single, uniform color as the background

* **Linear** — creates a smooth gradient between two colors, providing a soft transition effect

* **Radial** — generates a circular gradient effect, transitioning from one color at the center to another at the edges

* **Texture** — uses an imported image as the background, allowing for custom designs or photographic backdrops.


# Ground plane

## Overview

The Ground Plane is a virtual surface that helps integrate 3D objects into a scene by providing a base for casting shadows. It enhances realism by ensuring objects appear grounded rather than floating in space.

{% embed url="<https://vimeo.com/830631279>" %}

## **Dynamic shadows**

Dynamic Shadows adjust in real time based on scene lighting, ensuring accurate interaction with moving elements.

## Baked shadow

Pre-rendered shadows that remain fixed, improving performance and producing a much more photorealistic result.

Learn more about texture baking and its settings here: [Baked textures](/documentation/design-process/materials-and-textures/baked-textures)<br>

* **Black point** — controls the darkest areas of the shadow, determining how deep the shadows appear
* **White point** — adjusts the lightest parts of the shadow, influencing shadow softness and blending with the environment

## Settings

Settings in the Adjust tab apply to both Dynamic and Baked shadows:

{% tabs %}
{% tab title="Size" %}
The size of the shadow plane can be adjusted, and values greater than **2500** can be manually entered.

<figure><img src="/files/K09nDJ3OUrzclTKSJ1rn" alt="" width="375"><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Opacity" %}
A transparency setting allows control over shadow opacity.

<figure><img src="/files/gonP1s4EXdYySOP5tdfJ" alt="" width="375"><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Color" %}
Shadow color can be modified to match the scene.

<figure><img src="/files/A67ZWce7EPbcm32dqGTA" alt="" width="375"><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Shadow intensity" %}
`Only for Dynamic` \
Shadow intensity is determined by the light source. If the shadow originates from the Environment, the 'Shadow' setting in the environment controls affects its intensity.

<figure><img src="/files/6VmdxcJiDt0BeGFVcz8u" alt="" width="375"><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}


# Effects

Effects enhance the visual quality of the scene, improving realism and aesthetics. Some effects influence rendering quality and require manual activation for performance optimization, while others purely enhance the visual appearance.

<figure><img src="/files/QUNU4Rk2vrPvSG83VHRH" alt="" width="242"><figcaption></figcaption></figure>

To ensure optimal performance, some effects must be enabled manually when necessary. These effects can improve rendering quality but may impact performance.

<table><thead><tr><th width="159.73046875">Effect</th><th width="428.71484375">Description</th><th>Impact on performance</th></tr></thead><tbody><tr><td><a data-mention href="/pages/62Rfr8IfWJJtAVkz0IbM">/pages/62Rfr8IfWJJtAVkz0IbM</a></td><td>Enables surface reflections.</td><td><mark style="color:red;"><strong><code>high impact</code></strong></mark></td></tr><tr><td><a data-mention href="/pages/EPJTRKBqynwoprFQs0uV">/pages/EPJTRKBqynwoprFQs0uV</a></td><td>Simulates soft contact shadows in areas where surfaces are close to each other, such as corners, creases, and intersections, adding depth and realism.</td><td><mark style="color:orange;"><strong><code>medium impact</code></strong></mark></td></tr><tr><td><a data-mention href="/pages/zDblkOFpNx6ZwUsjmiWy">/pages/zDblkOFpNx6ZwUsjmiWy</a></td><td>Smooths shadow edges, creating more natural-looking shadows.</td><td><mark style="color:red;"><strong><code>high impact</code></strong></mark></td></tr><tr><td><a data-mention href="/pages/tXZRoMxzPPrgCLUrQfvY">/pages/tXZRoMxzPPrgCLUrQfvY</a></td><td>Creates a volumetric fog effect in the scene, softening distant objects and enhancing atmospheric depth.</td><td><mark style="color:green;"><strong><code>no impact</code></strong></mark></td></tr><tr><td><a data-mention href="/pages/CzGnCgEuE8dLeDmwE1nk">/pages/CzGnCgEuE8dLeDmwE1nk</a></td><td>Reduces aliasing on object outlines for cleaner visuals.</td><td><mark style="color:red;"><strong><code>high impact</code></strong></mark></td></tr><tr><td><a data-mention href="/pages/AkezyFOuhGtxHNrJ4Yh9">/pages/AkezyFOuhGtxHNrJ4Yh9</a></td><td>Includes settings for <strong>Saturation, Contrast, Exposure, and Tonemapping</strong> to refine color and brightness balance.</td><td><mark style="color:green;"><strong><code>no impact</code></strong></mark></td></tr><tr><td><a data-mention href="/pages/2wwoIvP1C2RDj4OLgT0E">/pages/2wwoIvP1C2RDj4OLgT0E</a></td><td>Adjusts the overall color temperature and tint of the scene.</td><td><mark style="color:green;"><strong><code>no impact</code></strong></mark></td></tr><tr><td><a data-mention href="/pages/etgN6ZEYdng6Jbsro4kS">/pages/etgN6ZEYdng6Jbsro4kS</a></td><td>Darkens the edges of the image, drawing focus toward the center.</td><td><mark style="color:green;"><strong><code>no impact</code></strong></mark></td></tr><tr><td><a data-mention href="/pages/pV5lCoSDit0xGRGxvmV2">/pages/pV5lCoSDit0xGRGxvmV2</a></td><td>Adds a subtle film grain effect for a more cinematic look.</td><td><mark style="color:green;"><strong><code>no impact</code></strong></mark></td></tr><tr><td><a data-mention href="/pages/J8NkSiIm5hH3Aj6hE4RH">/pages/J8NkSiIm5hH3Aj6hE4RH</a></td><td>Produces a glowing effect around bright areas.</td><td><mark style="color:orange;"><strong><code>medium impact</code></strong></mark></td></tr></tbody></table>

Most effects have adjustable parameters. To modify them, click on the effect's name after adding it:

<figure><img src="/files/0mSr15cKD2gxN8okCfDR" alt="" width="563"><figcaption></figcaption></figure>

Effects can be hidden or removed:

<figure><img src="/files/gs0a1bRTCd6ZxsPr6XfH" alt="" width="360"><figcaption></figcaption></figure>


# Reflections

The **Reflections** effect enables surface reflections in the scene, ensuring realistic light behavior.

{% hint style="danger" %}
This effect has a **high** impact on performance. It is recommended to enable it only when necessary or when the scene is highly optimized.
{% endhint %}

{% embed url="<https://www.youtube.com/watch?v=y2Vsu6HkRb0>" %}

#### Settings:

<figure><img src="/files/9KqNJKhshZp20kjCIU8K" alt="" width="563"><figcaption></figcaption></figure>

* **Realtime Samples** – controls the quality of reflections in real-time mode. Higher values improve reflection accuracy but may impact performance.
* **Steady Samples** – adjusts the reflection quality for static renders, producing sharper and more refined reflections.
* **Selection only** – this option allows enabling reflections only for specific objects, groups, or selections, optimizing performance by applying reflections selectively instead of globally -[Selections](/documentation/other/selections)

{% hint style="info" %}
Screen Space Reflections (SSR) are calculated dynamically based on material properties. If roughness and metallic values exceed certain thresholds, SSR is automatically adjusted or disabled to optimize performance for materials where reflections are not essential.
{% endhint %}


# Ambient Occlusion

The **Ambient Occlusion** effect enhances depth and realism by simulating soft contact shadows in areas where surfaces are close to each other, such as corners, creases, and intersections.

{% hint style="warning" %}
This effect has a **medium** impact on performance. It is recommended to enable it only when necessary or when the scene is highly optimized.
{% endhint %}

#### Settings:

* **Intensity** – controls the strength of the shadow effect. Higher values create darker and more pronounced ambient shadows.
* **Radius** – determines how far the effect extends from the contact areas. A higher radius results in broader, softer shadows, while a lower radius keeps shadows tighter and more defined.

{% hint style="success" %}
For a more realistic result and better performance, we recommend baking AO.. Learn more here: [Ambient occlusion (texture)](/documentation/design-process/materials-and-textures/baked-textures/ambient-occlusion-texture)
{% endhint %}


# Soft Shadows

The **Soft Shadows** effect enhances shadow realism by creating smoother, more natural-looking shadow edges, reducing harsh transitions between light and shadow.

{% hint style="danger" %}
This effect improves visual quality but has a **high** impact on performance. It is recommended to enable it selectively for scenes that require realistic shadow transitions.
{% endhint %}


# Fading

The **Fading** effect simulates atmospheric fog, softening distant objects and enhancing depth perception in the scene.&#x20;

#### Settings:

* **Start** – defines where the fog effect begins. A pipette tool allows selecting an object to automatically set the fog start distance based on its position.
* **Intensity** – adjusts the strength of the fog effect, controlling how much it obscures objects in the distance.

{% embed url="<https://vimeo.com/716757045>" %}


# Smooth edges

The **Smooth Edges** effect enhances visual clarity by reducing pixelation and jagged edges on objects. It utilizes **MSAA (Multisample Anti-Aliasing)** to create smoother, more refined visuals, improving overall scene quality.

{% hint style="danger" %}
This effect has a **high** impact on performance. It is recommended to enable it only when necessary or when the scene is highly optimized.
{% endhint %}

#### Settings:

\
**MSAA Samples** – Determines the level of anti-aliasing applied to object edges. Higher values result in smoother edges but increase performance cost.

* **2x MSAA** – low smoothing, minimal performance impact
* **4x MSAA** – balanced quality and performance
* **8x MSAA** – maximum smoothing, higher performance cost

<figure><img src="/files/m1EsgyC8vMoLUte7tZNn" alt=""><figcaption></figcaption></figure>


# Adjustments

The **Adjustments** effect provides fine-tuned control over the scene's color and brightness properties, refining the overall color balance and lighting behavior to achieve a more polished and professional appearance.

#### Settings:

* **Saturation** – adjusts the intensity of colors, making them more vivid or muted
* **Contrast** – controls the difference between light and dark areas, affecting overall scene depth
* **Exposure** – alters the brightness of the entire scene, simulating camera exposure effects
* **Tonemapping** – applies predefined color grading curves to balance highlights and shadows:
  * **None** – no tonemapping applied
  * **Filmic** – produces a cinematic look with balanced contrast.
  * **Reinhard** – compresses high dynamic range values for more natural exposure.
  * **ACES** – uses industry-standard color grading for physically accurate color reproduction.
  * **Cineon** – mimics film-like contrast and tonal response.

{% embed url="<https://www.youtube.com/watch?v=IH7SBmBmk9U>" %}


# Color Balance

The **Color Balance** effect allows precise adjustments to the color composition of a scene, ensuring the desired visual tone and atmosphere by modifying different tonal ranges.

#### Settings:

* **Low** – adjusts the color balance of the darkest areas (shadows)
* **Mid** – controls the color balance in midtones
* **High** – affects the brightest areas (highlights)
* **Red, Green, Blue** – individually modifies the intensity of each color channel
* **Offset** – shifts all color values uniformly, affecting the entire image's color cast

{% embed url="<https://vimeo.com/769161593>" %}


# Vignette

The **Vignette** effect darkens the edges of the scene, adding cinematic depth and guiding viewer attention toward the center to enhance visual focus.

#### Settings:

* **Radius** – defines how far the vignette effect extends from the edges toward the center. Lower values create a stronger vignette effect, while higher values keep more of the image unaffected.
* **Softness** – controls the transition between the darkened edges and the unaffected center. Higher values result in a more gradual fade, while lower values create a sharper contrast.


# Grain

The **Grain** effect adds a subtle film-like noise texture to the scene, enhancing realism, providing a cinematic aesthetic, and creating a more organic visual style by adding texture and reducing banding.

#### Settings:

* **Intensity** – controls the strength of the grain effect. Higher values result in a more pronounced grain, while lower values keep the effect subtle.
* **Mode**:
  * **Multiplicative** – applies grain based on the scene’s brightness, making darker areas more affected.
  * **Additive** – applies grain uniformly across the entire scene, regardless of brightness levels.


# Bloom

The **Bloom** effect enhances bright areas by creating a glowing halo around them, simulating realistic light scattering and adding depth to the scene.

{% hint style="warning" %}
This effect has a **medium** impact on performance. It is recommended to enable it only when necessary or when the scene is highly optimized.
{% endhint %}

#### Settings:

* **Intensity** – controls the strength of the glow effect. Higher values produce a more pronounced bloom.
* **Threshold** – determines the brightness level at which the bloom effect is applied. Lower values make more areas glow, while higher values limit the effect to the brightest spots.
* **Size** – adjusts the spread of the glow, affecting how far the bloom extends from the light source.

{% hint style="success" %}
Each of these values can be set manually above 100% by entering a custom number
{% endhint %}

{% embed url="<https://www.youtube.com/watch?v=9rRS6ZvskQk>" %}


# Control bar

The control bar, located at the bottom of the canvas, provides quick access to various tools for adjusting the scene view and interacting with objects. <br>

<figure><img src="/files/JeIRXQuDtHuINPHeLdC3" alt="" width="563"><figcaption></figcaption></figure>

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Fit View</strong></td><td><a href="/pages/VIP9D93OIMDASILIZmSt">/pages/VIP9D93OIMDASILIZmSt</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Viewport display modes</strong></td><td><a href="/pages/HFwHyjZKYZqJu5l43cGn">/pages/HFwHyjZKYZqJu5l43cGn</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Gizmo &#x26; Pivot point</strong></td><td><a href="/pages/NTlVG3abkrjibQNAkF3S">/pages/NTlVG3abkrjibQNAkF3S</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Snapping</strong></td><td><a href="/pages/Zjnjwt6IuemmxGr53hUR">/pages/Zjnjwt6IuemmxGr53hUR</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr><tr><td><strong>Download image</strong></td><td><a href="/pages/CaYybkDD8doPVlEoRCeQ">/pages/CaYybkDD8doPVlEoRCeQ</a></td><td><a href="/files/lrjLEL0JTXoCntiHh31Q">/files/lrjLEL0JTXoCntiHh31Q</a></td></tr></tbody></table>


# Fit View

The **Fit View** function enhances scene navigation by adjusting the camera to focus on a selected object or all objects in the scene, making it easier to inspect and manipulate objects from an optimal perspective.

#### How it works:

* **Focusing on an object**: select an object and press **`A`**, or click the **Fit View** icon. The camera will frame the selected object and rotate around it.
* **Fitting all objects**: click on an empty area of the canvas and press **`A`**. The camera will adjust to fit all visible objects in the scene, centering the view at the midpoint between them.

{% embed url="<https://vimeo.com/768615672>" %}


# Viewport display modes

### Overview

Viewport display modes control how objects appear in the scene, allowing adjustments to visibility to provide additional visual information while working on a project.

By default, in **Design mode**, objects are displayed with their assigned materials and textures

To view an object's mesh or change its appearance, switch the display mode from the list or cycle through the modes by pressing **`Z`**.

<figure><img src="/files/UVBcYz1nagW71woluc4i" alt="" width="507"><figcaption></figcaption></figure>

{% hint style="success" %}
Display modes can be applied globally or to individual objects:

* If an object is selected, the display mode change applies only to that object
* If no objects are selected, the change affects all objects in the scene
  {% endhint %}

### Lightmap preview

Used to preview how an object will look with a baked Lightmap. This helps assess different lighting conditions before finalizing baking, saving time on multiple iterations.

This mode does not use real-time rendering but relies on **path tracing**, making it more resource-intensive and introducing noise (there is no denoiser option available for this mode).

### Textured display **(Default)**

Displays objects with their assigned materials, including textures, shadows, reflections, and lighting.

### Shaded display&#x20;

Applies a uniform shading style to objects, filling them with a gradient color while preserving shading. This mode is useful for reviewing scene composition and object placement.

* Wireframe meshes are visible, making it easier to analyze and optimize complex models
* Used in [Edit mode](/documentation/design-process/edit-mode) for clearer mesh adjustments

### **Wireframe display**

Shows objects as transparent wireframe outlines

* Helps identify objects with complex meshes, allowing performance optimization.
* Useful in **Edit Mode**, as it eliminates the need to rotate the camera to see through objects.

## Bounding box display

Simplifies scene navigation by displaying objects as bounding boxes, showing only the space they occupy without detailed meshes.

* Useful for working with large, complex scenes where performance is a concern.


# Gizmo & Origin

## Overview

The **Gizmo** and **Origin** (pivot point) are essential tools for manipulating objects in the 3D scene. They control how objects are positioned, rotated, and scaled, ensuring precise transformations and alignment.\
\
Understanding and adjusting the Gizmo and Origin allows for greater precision when working with 3D models, ensuring efficient object manipulation and alignment.

<figure><img src="/files/WUq8bZ5wq0yXzFEJV3P5" alt="" width="467"><figcaption></figcaption></figure>

## Gizmo

The **Gizmo** is an interactive tool used for transforming objects in the viewport. It provides handles for moving, rotating, and scaling objects along specific axes.

The **Gizmo** can operate in two modes: **Global** and **Local**. The axes of the **Global Gizmo** align with the scene’s world axes, while the **Local Gizmo** aligns with the object's own orientation. Switching between these modes is done using the hotkey **`W`**.

<figure><img src="/files/8hpf514p51pV1OmgSpI8" alt="" width="498"><figcaption></figcaption></figure>

The **Advanced Gizmo** option adds additional controls, allowing transformations along two axes simultaneously.

<figure><img src="/files/fyXnRFkVUuTSQnsCjqyp" alt="" width="375"><figcaption></figcaption></figure>

### Position

* To move an object, <mark style="color:yellow;">**left-click**</mark> and drag a Gizmo arrow
* To move the Gizmo itself without affecting the object, <mark style="color:red;">**right-click**</mark> and drag an arrow

<figure><img src="/files/YSlnIPuDuMzz3TzKix8M" alt="" width="563"><figcaption></figcaption></figure>

* Clicking on an arrow opens a field to enter an exact movement value:

<figure><img src="/files/9GystrhVm9IpcQHMkRHN" alt="" width="517"><figcaption></figcaption></figure>

### **Scaling**

* To scale an object, use the small cubes on the Gizmo guides
* To scale along a single axis, hold **`Shift`**, then drag the cube of the desired axis
* Clicking on a cube opens a field to enter an exact scaling value

<figure><img src="/files/vaYk0LSSuIkG2bX7QKc0" alt="" width="563"><figcaption></figcaption></figure>

{% hint style="warning" %}
Transformations occur relative to the **Origin**
{% endhint %}

After scaling, it is recommended to apply the scale so that all axes equal 1, preventing potential issues:&#x20;

<figure><img src="/files/6VCnmhXzLiZq4SVIofYk" alt="" width="356"><figcaption></figcaption></figure>

### **Rotation**

* To rotate an object, <mark style="color:yellow;">**left-click**</mark> and drag one of the Gizmo arcs
* To rotate the Gizmo itself without affecting the object, <mark style="color:red;">**right-click**</mark> and drag an arc
* Holding **`Shift`** enables 15-degree incremental rotation
* Clicking on an arc opens a field to enter an exact rotation value

<figure><img src="/files/FtNGXEB3nrue2hSSedkD" alt="" width="563"><figcaption></figcaption></figure>

{% hint style="warning" %}
Rotation occurs relative to the **Origin**
{% endhint %}

{% hint style="info" %}
The rotation angle increment depends on [angle snapping](/documentation/design-process/control-bar/snapping#angle) (if active)
{% endhint %}

## Origin (pivot point)

The Origin (pivot point) serves as the anchor for all transformations, including movement, rotation, scaling, and snapping. Its position determines how an object interacts with transformations, influencing the way it moves, rotates, and scales within the scene.

<figure><img src="/files/DmGVMYgjY9n4V4D95Ctm" alt="" width="563"><figcaption></figcaption></figure>

**Repositioning the Origin** – the origin can be moved independently or along with the object:

* <mark style="color:yellow;">**Left-click**</mark>**&#x20;and drag** to move the origin together with the object
* <mark style="color:red;">**Right-click**</mark>**&#x20;and drag** to move the origin without affecting the object's position

#### **Aligning the Origin to Key Points**

To snap the origin to the **lowest**, **middle**, or **top** point of the object, <mark style="color:red;">**right-click**</mark> the origin. Snap points will appear along the <mark style="color:blue;">**Z-axis**</mark>, allowing for quick repositioning. To adjust along a different plane, change the axis orientation.

<figure><img src="/files/m5N6xi5TIS5I6xt2HXOA" alt="" width="563"><figcaption></figcaption></figure>

{% hint style="success" %}
**Resetting the Origin** – Double-clicking the origin automatically moves it to the lowest part of the object
{% endhint %}

Snapping to the *Grid* or *Face* applies specifically to the Origin and occurs perpendicular to the <mark style="color:blue;">**Z-axis**</mark>.\
Read more: [Snapping](/documentation/design-process/control-bar/snapping)

<figure><img src="/files/8xvOM7sKS9vTnfrUL7yh" alt="" width="446"><figcaption></figcaption></figure>

## Tutorials

{% embed url="<https://www.youtube.com/watch?v=cOXbik0CWhw>" %}


# Snapping

## Overview

Snapping enhances precision by automatically aligning objects and elements to specific points, grids, or surfaces. This ensures accurate placement, alignment, and transformation adjustments in both Design and Edit modes, making object manipulation more efficient and consistent.

Snapping can be toggled on and off using the **`S`** hotkey.

In the **Control bar**, the magnet icon represents the snapping toggle:

* **Enabled** – active snapping options will function
* **Disabled** – no snapping will be applied

<figure><img src="/files/REFG9IPqRnEpMx258J27" alt=""><figcaption></figcaption></figure>

Specific snapping types can be individually activated or deactivated by clicking on their name. When active, they appear in **purple**.

<figure><img src="/files/a3SYvcrZi61SGPs2QYT0" alt="" width="563"><figcaption></figcaption></figure>

## Snapping types in Design mode

### View

Automatically aligns the camera to an orthogonal view when rotating.

{% embed url="<https://screen.studio/share/QIHLGsbr>" %}

### Grid

Snaps objects to the scene grid.

{% embed url="<https://screen.studio/share/t79WaMlI>" %}

### End

Snaps to object mesh vertices (only works in [Shaded display mode](/documentation/design-process/control-bar/viewport-display-modes#shaded-display)).

### Angle

Defines a rotation increment for the [Gizmo](/documentation/design-process/control-bar/gizmo-and-origin#rotation).

{% embed url="<https://screen.studio/share/sAX1KHvf>" %}

### Face

Snaps an object to the surface of another object, aligning it along the <mark style="color:blue;">**Z-axis**</mark>.

{% embed url="<https://screen.studio/share/B2d263px>" %}

{% embed url="<https://screen.studio/share/oEqJBkbu>" %}

### Snapping types in Edit mode

* **Middle** – Snaps to the midpoint between two vertices.
* **Near** – Snaps to the nearest point on a line.
* **Division** – Divides an edge into equal segments with additional vertices.

{% embed url="<https://screen.studio/share/YMOJxgt2>" %}


# Download image

The image download option instantly saves a high-resolution PNG file. The image is rendered using the same real-time renderer, ensuring it matches what is seen in Studio. Learn more about the renderer here: [Rendering](/documentation/getting-started/rendering)

<figure><img src="/files/RWikn5r4R8MC7FwT9N0H" alt=""><figcaption></figcaption></figure>

To adjust the aspect ratio of the downloaded image, add a camera, enable the [Camera](/documentation/design-process/camera#custom-aspect-ratio) setting, and set the desired ratio. Then, while viewing through the camera, download the image.

For a more convenient image generation workflow, we recommend using the Figma plugin. Learn more here: [Vectary Plugin for Figma](/documentation/other/vectary-plugin-for-figma)


# Libraries

Libraries provide quick access to pre-configured assets and custom resources for more efficient project creation.

<table><thead><tr><th width="208.72265625">Libraries</th><th>Description</th></tr></thead><tbody><tr><td><a href="/pages/hLabMzkA9WD2d0db2IoI" class="button primary">Asset library</a></td><td>Design System allows the creation of a personalized collection of 2D and 3D assets.</td></tr><tr><td><a href="/pages/iRigynYtgb3VefUeZ8Qa" class="button primary">Materials library</a></td><td>Collection of ready-to-use materials + custom materials.</td></tr><tr><td><a href="/pages/KrQkBie1LuIFO7LwPr0A" class="button primary">Environments library</a></td><td>HDRI maps for environmental lighting.</td></tr></tbody></table>


# Asset library

The **Asset Library** (Design System) allows importing existing projects into the current scene. It provides a structured way to manage and reuse 2D/3D assets across different projects.

## **Importing an existing project**

To import an existing project into the current scene:

1. open the **Workspace** tab from the left panel
2. select the desired **workspace** from the dropdown menu
3. browse through the folder structure containing your projects
4. drag and drop the project thumbnail into the scene to import it, or click it to place it at the center of the scene

{% hint style="info" %}
To import a project with all its settings, perform the same action while holding **`Alt`**&#x20;
{% endhint %}

## **Saving 3D objects as project**

Any object or group of objects in the current project can be saved as a project, turning them into reusable assets.

1. Select the objects
2. Right-click and choose **Create project from selection** in the context menu

{% hint style="info" %}
All animations and interactions linked to the selected objects will be preserved
{% endhint %}

## **Importing projects with animations and interactions**

When importing a project, all **animations and interactions** associated with it will be included.

{% hint style="success" %}
This allows for the creation of template projects containing only **keyframes** or **interaction settings**, reducing the need for repetitive setup
{% endhint %}

## **Floating UI and Hotspots as assets**

If a project contains **Floating UIs** and **Hotspots**, they will also be imported.

{% hint style="success" %}
This enables the creation and storage of various 2D elements for reuse as **2D assets**
{% endhint %}

## **Organizing the Asset library**

To keep the **Asset library** organized and easy to navigate, it is recommended to:

* Create folders within the **Workspace** to separate different types of assets
* Maintain clear categorization to ensure quick access and efficient project management

## Tutorials

{% embed url="<https://youtu.be/2niUz5H5Xsg?si=f4rZ4Wvb1Pg8P7wW>" %}

{% embed url="<https://youtu.be/cifDfuT9xmI>" %}


# Materials library

The **Material Library** provides a collection of pre-made materials organized into categories such as wood, metal, cement, glass, fabric, leather, plastic, and more. Custom materials can also be added to this library for reuse across different projects.

To open the material library, select an object and click the **book icon** next to the material name.

{% embed url="<https://vimeo.com/721433097>" %}

To apply a material from the library, drag it onto an object or click on it, and it will be assigned automatically.

#### Adding custom materials

\
To save a custom material in the library:

1. right-click on an object that uses the desired material
2. select **Add Material to Library** from the context menu

{% embed url="<https://vimeo.com/812910631>" %}

3. this action creates a **project** in your workspace, marked with an **`M` icon**, indicating that it is a material asset

<figure><img src="/files/its2ywkeEjW3QoKLu9yv" alt=""><figcaption></figcaption></figure>

4. custom materials can be found in the Material library and edited by opening the associated project and making changes

<figure><img src="/files/dYnsjXyFnnXvVaDMtFVL" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="info" %}
It is recommended to create a dedicated **folder** in the workspace for storing material projects to keep them separate from regular projects for better organization and quick access
{% endhint %}

{% embed url="<https://www.youtube.com/watch?v=mbgsFkfpBwA>" %}


# Environments library

The **HDRI Library** offers a selection of high-quality HDRI maps for environmental lighting. These maps enhance realism by providing accurate lighting and reflections.

To open the environment library, click on **Environment** in the right panel and select the **Library** tab.

<figure><img src="/files/mnAAoPYVBJjUCIMtAuWu" alt="" width="563"><figcaption></figcaption></figure>

The library contains two categories, which can be found in the dropdown menu: **Studio** HDRIs and **Outdoor** HDRIs.

<figure><img src="/files/Wfds2J2HYj3njuISN0ok" alt="" width="419"><figcaption></figcaption></figure>

{% hint style="success" %}
HDRI environments can also be imported in **HDR** or **EXR** format
{% endhint %}

Various settings are available to adjust the environment's appearance and lighting. Learn more about **HDRI environments** and their settings here: [Environment](/documentation/design-process/environment)


# Edit mode

## Overview

Edit Mode allows direct manipulation of an object's geometry, enabling **polygonal modeling** by working with vertices, edges, and faces.

### Entering Edit mode

There are three ways to switch to Edit mode:

* Select an object and press **Enter**
* Double-click on an object
* **`Shift+2`**

{% hint style="info" %}
If the object is not a mesh, the system will prompt for confirmation before converting it to mesh geometry
{% endhint %}

### Display and Visibility

* Objects in Edit mode are displayed in [Viewport display modes](/documentation/design-process/control-bar/viewport-display-modes#shaded-display)mode by default. This can be overridden using the **`Z`** key to switch display modes.
* Only one object can be edited at a time. Other objects remain visible in their Design mode appearance or can be displayed as **semi-transparent** by enabling **X-ray Mode** in the menu.<br>

  <figure><img src="/files/x82yGjbWuNN03zf32hqi" alt=""><figcaption></figcaption></figure>

## Edit Mode Tools

In Edit Mode, tools are specifically designed for working with geometry. Some tools may be inactive if no geometry is selected, as they only apply to specific element types.

<figure><img src="/files/4FjGF31jJjqlLloTbmvS" alt=""><figcaption></figcaption></figure>

A dedicated **Control bar** at the bottom of the canvas provides options to switch between editing **vertices** (hotkey - **`1`**)**, edges** (hotkey - **`2`**)**, or faces** (hotkey - **`3`**). In Edit Mode, only one type of geometry can be selected and modified at a time, meaning vertices, edges, and faces cannot be selected or manipulated simultaneously.

<figure><img src="/files/qXho9X2dedAjfDeSFF24" alt="" width="551"><figcaption></figcaption></figure>

<table><thead><tr><th width="192.5703125">Tool</th><th>Description</th></tr></thead><tbody><tr><td><a data-mention href="/pages/mZs7Eqkt5tBVbn9paUng">/pages/mZs7Eqkt5tBVbn9paUng</a></td><td>A set of tools for selecting vertices, edges, or faces.</td></tr><tr><td><a data-mention href="/pages/SY9AERDz79ptgjtwGnAg">/pages/SY9AERDz79ptgjtwGnAg</a></td><td>Create a separate mesh object within the scene.</td></tr><tr><td><a data-mention href="/pages/WOjn7A1TEcLzLvvDnlsj">/pages/WOjn7A1TEcLzLvvDnlsj</a></td><td>Manually sketch new geometry.</td></tr><tr><td><a data-mention href="/pages/SI5q65BZtAxZH6PObalW">/pages/SI5q65BZtAxZH6PObalW</a></td><td>Add basic geometric shapes such as boxes, spheres, and cylinders.</td></tr><tr><td><a data-mention href="/pages/pIiVEtfFU8O0k2IP80Ci">/pages/pIiVEtfFU8O0k2IP80Ci</a></td><td>Extend geometry outward from a selected face or edge.</td></tr><tr><td><a data-mention href="/pages/ziqdnFOXA81lk7eyd9GO">/pages/ziqdnFOXA81lk7eyd9GO</a></td><td>Smooth sharp edges by adding rounded transitions.</td></tr><tr><td><a data-mention href="/pages/HOo8KwAFyPSwx4m1j18K">/pages/HOo8KwAFyPSwx4m1j18K</a></td><td>Transform a selected set of vertices or edges into a circular shape.</td></tr><tr><td><a data-mention href="/pages/7Yp6aTvstJEhFpyL0wU2">/pages/7Yp6aTvstJEhFpyL0wU2</a></td><td>Connect two separate edge loops with new geometry.</td></tr><tr><td><a data-mention href="/pages/ditEF3Nla6CE4cFymcYR">/pages/ditEF3Nla6CE4cFymcYR</a></td><td>Move edges along their connected geometry.</td></tr><tr><td><a data-mention href="/pages/PXTb5gWmFd8FeyI40ZwW">/pages/PXTb5gWmFd8FeyI40ZwW</a></td><td>Create new edges by slicing through geometry.</td></tr><tr><td><a data-mention href="/pages/Rc8EWSthhtvQAKQNcfgr">/pages/Rc8EWSthhtvQAKQNcfgr</a></td><td>Merge selected vertices, edges, or faces into a single point.</td></tr><tr><td><a data-mention href="/pages/kLv94mb6wIQAvOlHYbUj">/pages/kLv94mb6wIQAvOlHYbUj</a></td><td>Close open areas by generating new faces.</td></tr><tr><td><a data-mention href="/pages/DQA9BVB8seZG3RVH9BlL">/pages/DQA9BVB8seZG3RVH9BlL</a></td><td>Combine adjacent faces into a single surface.</td></tr><tr><td><a data-mention href="/pages/ZtiIrWIXl3DSD4GKMXFw">/pages/ZtiIrWIXl3DSD4GKMXFw</a></td><td>Additional tools for refining and modifying geometry.</td></tr><tr><td><a data-mention href="/pages/orSDhpD0KEH7sLVjGpBZ">/pages/orSDhpD0KEH7sLVjGpBZ</a></td><td>Adjust surface normals for proper shading and rendering.</td></tr></tbody></table>


# Selection tools

## Overview

Selecting geometric elements is one of the most frequent actions when working with geometry. Before using any tool, the necessary geometry must be selected first.

Using **hotkeys** significantly streamlines the selection process, making workflow more efficient.

{% embed url="<https://vimeo.com/730330608>" %}

In Edit mode, only one type of geometry  - **vertices** (hotkey - **`1)`, edges** (hotkey - **`2`**)**, or faces** (hotkey - **`3`**) - can be selected at a time. After making a selection, the selection mode can be switched. For example, switching from edges to vertices will select all vertices belonging to the previously selected edges.

## Select&#x20;

* The **Select** tool is active by default when no other tool is selected.
* Allows selecting geometry elements one at a time.
* To add elements to the selection, hold **`Shift`** and click on additional elements.
* To remove elements from the selection, hold **`Shift`** and click on an already selected element.
* **Loop selection** allows selecting connected elements in a sequence. Hold **`Alt`** and click on a subsequent element to automatically select all following connected elements. If an element is selected with gaps, the selection pattern will be extended accordingly.

## Marquee

The **Marquee Selection** tool allows selecting multiple geometric elements at once by drawing a selection box over them.

{% hint style="warning" %}
Marquee selection works **through the object**, meaning all geometric elements behind the front-facing ones will also be selected
{% endhint %}

* To **add** elements to the current selection, hold **`Shift`** while making a new selection.
* To **remove** elements from the selection, hold **`Alt`** while selecting.
* Pressing the **`M`** key repeatedly cycles through different selection modes, allowing for quick switching between selection methods.

## Lasso

The **Lasso Selection** tool allows freeform selection of geometric elements by drawing a custom shape around them. The selection does not require closing the shape manually - simply releasing the mouse button will complete the selection automatically.

{% hint style="warning" %}
Lasso selection works **through the object**, meaning all geometric elements behind the front-facing ones will also be selected
{% endhint %}

* Hold **Shift** while selecting to **add** elements to the current selection.
* Hold **Alt** while selecting to **remove** elements from the selection.
* Pressing the **`L`** key repeatedly cycles through different selection modes, allowing for quick switching between selection methods.

## Paint Select

The **Paint Selection** tool allows selecting multiple geometric elements by brushing over them with a cursor.

* Hold **Shift** while painting to **add** elements to the selection.
* Hold **Alt** while painting to **remove** elements from the selection.
* Pressing the **`P`** key repeatedly cycles through different selection modes, allowing for quick switching between selection methods.

## Select All

The **Select All** function allows quick selection of connected or entire geometry within an object.<br>

* Press **Ctrl + A** to select all connected geometry related to the initially selected element.
* Press **Ctrl + A** again to expand the selection to the entire object.

## Invert Selection

The **Invert Selection** function allows quickly selecting all unselected elements while deselecting the currently selected ones.

## Selection jog

The **Selection Jog** tool provides access to various selection methods, adapting to the type of geometric element selected before activation. It can be quickly accessed using the **`K`** hotkey.

<figure><img src="/files/TEAZUdPYukyWNcYYEg7q" alt="" width="242"><figcaption></figcaption></figure>

{% embed url="<https://vimeo.com/731009919>" %}

* **Loop Selection** – selects a continuous edge loop
* **Lines by Angle** – selects connected edges based on a specified angle threshold
* **Select Planar** – selects faces that are part of the same plane
* **Invert Selection** – inverts the current selection, selecting unselected elements and deselecting the current ones
* **Select Similar** – selects elements similar to the currently selected one based on shared properties
* **Select Holes** – identifies and selects holes in the mesh
* **Select Polygon** – selects polygons with a specific number of edges
* **Grow / Shrink** – expands or contracts the current selection incrementally


# New object

The **New Object** tool adds a new object to the scene, which starts empty and requires manual geometry input. <br>

#### Use cases

* **Creating a new object from scratch** – useful for modeling separate elements directly in Edit Mode.

* **Extracting part of an existing object** – to detach geometry into a separate object:<br>

  1. select the desired part of the object
  2. press **Ctrl + X** to cut it
  3. create a **New Object**
  4. press **Ctrl + V** to paste the cut geometry into the new object

* **Alternative detach method** – geometry can also be detached into a separate object without manually creating a new one:<br>
  1. select the desired geometry
  2. open the context menu by right-clicking
  3. select **Cut to New Object**  (**`Ctrl+Shift+X`**)

{% embed url="<https://vimeo.com/731045831>" %}


# Draw

The Draw tool enables the creation of geometry by sketching directly in the scene. It supports two modes: **Draw Lines**, for precise straight-line segments, and **Hand Draw**, for freehand shapes with post-processing options. All drawing takes place on a single plane to maintain consistent alignment.

<figure><img src="/files/H7WiBlWCGevipsa6e2HJ" alt="" width="303"><figcaption></figcaption></figure>

#### **Draw Lines**

* Creates straight-line drawings by placing points, automatically connecting them with straight segments.
* To generate a filled shape, the line must be closed. Enabling snapping to `End` ensures precise alignment of endpoints, making closure more accurate and efficient. \
  \
  ![](/files/S7WtkNaGA38F1JGmWZoW)

#### **Hand Draw**

Enables freehand drawing with more organic shapes.

* After drawing, a menu appears with options to refine the line:
  * Close the line
  * Smooth the curve
  * Remove sharp angles
  * Increase line detail
* To fill the shape with geometry, select the line and press **`Ctrl+O`  (**[Cap open boundaries](/documentation/design-process/edit-mode/cap-open-boundaries)`)`

{% embed url="<https://vimeo.com/732425379>" %}




---

[Next Page](/llms-full.txt/1)

