Sharing and embedding
In this mode, you control objects, lights, cameras, all the settings, interactions. Almost everything except working with mesh geometry.
This is the basic mode you see by default when you open Vectary Studio.
The main features of this mode:
- All the main workflow takes place here.
- Here you control all the objects.
- Here you control all the settings.
- You see the objects and their materials in their rendered form. Real-time rendering is always on.
- When you are in the Object mode, you see the tools for that mode in the top bar (there are completely different tools in the Edit mode).
Object mode tools
The horizontal tools bar can be found in the upper left hand corner of the screen, right next to the main menu.
Hover over any category icon to see a dropdown list of available tools.
Selecting objects is one of the main and most frequent actions. So we recommend using hotkeys to make your workflow much faster.
You can select objects both on the scene and on the left bar.
If the object is inside a folder or modifier, else when you try to select the object, the group or modifier will be selected instead of the object. To select an object in this case, you have to double-click, and then you will drop to the level below. Sometimes the object is in several folders, so every time you double-click, you will go down a level until you reach the object.
But it's much easier to hold down the
Ctrl key, and then you can select the object at once.
Locked objects in the scene cannot be selected. But if the locked object is in a group with an unlocked object, the group will be selected when you select it. The locked object can also be selected on the left bar.
This is the tool that is used in Studio by default, that is, when no other tool is selected. In this mode, you select objects one by one.
To select several objects with it, hold down
Shift (if you select on the scene) or
Ctrl if you select in the left bar.
On the left bar, you can select objects in from and to mode by holding down the
Selection by a rectangular area.
Selection with Lasso.
You don't have to finish the selection, it connects to the starting point automatically when you finish the selection.
Selects all objects that the line touches.
Selection of all objects except for the locked ones.
Selects everything except what is currently selected. This is useful when you want to select most of the objects in the scene, in which case it is easier to select a smaller part first and then apply the invert selection.
Primitives and 3D Text
Primitives are basic customizable forms.
Available to you: Box, Sphere, Cone, Cylinder, Tube, Torus, Plane, Polyhedron, 3D Text.
First point. To quickly change the shape of the primitive, use the purple control points.
Second point. On the right bar, you can change the number of segments (or polygons, or faces). The segments are a very important part to understand. The more segments an object has, the more detailed it can change its shape. A simple analogy: the spine — the more vertebrae in the spine, the more flexible it is.
In Vectary it's very easy to work with 3D text. You can even paste text into a scene from the buffer, just copy the text somewhere and press
Ctrl+V in Studio and you'll see the 3D text appear in the scene.
You can use hundreds of fonts from the library or download your own in .otf format.
You have all the same text settings at your disposal as in any text editor. Except for the font size, because in 3D you can change the size with Gizmo.
Of the unfamiliar settings, there are only three:
Quality — the higher the value, the more polygons and the more detailed and smooth the text will be.
Depth — just the depth of the text.
Contour offset — makes the letters wider in outline.
Note that by default all light sources do not create shadows. This is simply enabled in the right panel for each light source.
- Point Light — light spreads equally in all directions, as from a normal incandescent lamp.
- Spot light — light is emitted in the form of a cone from a single point. You can adjust the size of the spot and its softness.
- Directional Light — light is emitted from a source that is infinitely far away. That is, you cannot bring the source itself closer or farther away, you control the direction of the light. All the shadows cast by this light source will be parallel, so it is ideal for simulating sunlight.
- Rectangle Light — light is emitted from a rectangular plane on one side. You can change the width and height of the rectangle. For example, you can make a very long and thin light source.
Modifiers are fun!
They will help with a lot of things: multiply an object, mirror it, smooth it out, subtract the geometry of one object from another, and so on.
When you apply it to an object, you put the object as if in a group, which creates its own effect. You can apply them in any number and in any order. Apply them to a single object, or you can apply them to several objects at once.
At the same time at any time, their action can be turned off (when hovering appears the check mark icon). The modifier can also be removed at any level, just right-click and select Ungroup, but it is better to just use
Ctrl+Shift+G, as it is a fairly common operation.
The beauty of using a modifier is that the object itself remains unchanged. As long as you don't convert the modifier to geometry.
- Array Linear — to multiply the object along a line.
- Array Radial — to multiply the object along a circle.
- Array Grid — to multiply the object along to the shape of the grid.
- Array Object — to multiply an object along the surface of another object.
- Subdivide — to smooth out the geometry of the object. The higher the level, the better the object is smoothed, but the number of polygons increases exponentially.
- Bevel — to create bevels. In the settings, you can specify which edges will be involved.
- Randomize — distributes objects randomly throughout the scene. Not only the position, but also the scale and rotation change.
- Symmetry — mirror the object. You can change the symmetry plane or just manually set where exactly the mirrored object will be located.
- Boolean union — to merge several objects into a single object. This merge differs from the usual one in that the intersecting geometry will be removed and you get the correct mesh.
- Boolean subtract — to subtract the geometry of one object from another. Several objects can be subtracted from one object. The object from which the subtraction will take place must be the first in the list.
- Boolean intersect — to obtain a geometry that is the intersection of two objects.
Deformers work on exactly the same principle as modifiers. The difference is that they change the object's shape.
When you apply it to an object, you put the object as if in a group, which creates its own deformer effect. You can apply them in any number and in any order. Apply them to a single object, or you can apply them to several objects at once.
At the same time at any time, their action can be turned off (when hovering appears the check mark icon). The deformer can also be removed at any level, just right-click and select Ungroup, but it is better to just use
Ctrl+Shift+G, as it is a fairly common operation.
The beauty of using a deformer is that the object itself remains unchanged. As long as you don't convert the modifier to geometry.
First important point: the more segments (faces/polygons) an object has, the more detailed it will be deformed. A simple analogy: the spine — the more vertebrae in the spine, the more flexible it is.
Second important point: you can edit the deformer's area of action, change its position and size. That is, you can use several identical deformers that will be applied to different parts of the object or to the same part, but in different directions. It is also possible to change the type of application of the deformer, e.g. to apply the deformation only within the box.
- Bend — for bending.
- Twist — for twisting.
- Taper — to give a tapered shape.
- Skew — to skew the object, preserving the axes of the upper and lower planes.
- Stretch — for stretching.
- Spherify — to give the object a spherify form, as if to inflate it.
- Noise — for a disorderly curvature.
- Simplify — this deformer is different from the others, it is used to reduce the number of polygons. If the object has a large number of polygons, quite often it is possible to significantly reduce their number without any visual changes. Just find the intensity value at which Simplify doesn't destroy the geometry, and stop there.
Here you can find all kinds of tools that didn't find their place in other categories:
Ctrl + G
Places the object in a group. Use groups to organize a clear and convenient structure.
You can dissolve a group at any level without removing child elements.
This function is very often used, and it is not only needed to simply remove a group. 👉 Most often it is used to dissolve modifiers.
If you just remove a group, you will remove it along with its children. Ungroup only removes the group itself or the modifier, but the children will remain.
- Camera — read about it here.
- Backdrop — adds an object to the scene that gives you both the floor and the background at once. It has several settings.
- Smooth normals — to make objects look more natural, their normals are smoothed by default. This smoothing has no effect on the geometry of the object, just that we can adjust how each face of the object reflects light, making the transition sharper or smoother.
If you need to see every edge clearly (e.g., you want to create a crystal), you should set the value to 0.If you don't want to see the edges, increase the value until you like the result. Too high a value will give an unnatural effect.
Read about it here.
Switching to Edit mode
To start working with the object's mesh geometry, you have to switch to Edit mode.
In edit mode, you can work with only one object at a time, so how to enter this mode is as follows:
- double-click on the object
- select the object and press Enter
- select the object and right-click → Convert to geometry
- select the object and
Shift + 2
If you press
Shift+2 without selecting an object, you will go into edit mode and a new object will automatically be created. You won't see anything in the canvas, but in the panel on the left you'll see that a new object named Buffer Object has appeared. And now you can create an object geometry from scratch with the editing mode tools.
Convert to geometry (Baking)
When you enter this mode, the system asks you Convert to geometry? This means that the system prompts you to convert the object into a mesh geometric object (if it is not already one). Before conversion, the object is in the so-called parametric state, which means that it can be changed using parameters.
Add any primitive and you will see purple dots on it to transform the shape of the object. Such a change is parametric.
Let's take any primitive again and look at the panel on the right, there we see different settings for it. By changing them, we change its parameters.
Now let's apply some deformer to the primitive. The object will change under the effect of the deformer, but in the panel on the left you can disable the deformer at any time, and you will see that the original object remains the same shape.
These are all examples of parametric modeling. That is, when at any time we can change the parameters of the object or the action of the deformers applied to it
But if you want to edit an object's geometry by control with vertices, edges, and faces (i.e., go to polygonal modeling), you need to convert the object to a geometric mesh. This operation is also called Baking.
Accordingly, after baking, any possibility to change the object parametrically disappears.
If you bake the object at the deformer level, the object will be baked exactly as that deformer affected it. That is, you can apply many reformers to an object, but bake only at a certain level.
You can literally think of it as baking dough in the oven.
Your object is the dough. The deformer/modifier is the baking mold.
As long as you haven't put the dough in the oven, you can do whatever you want, transfer from one mold to another, and so on. But once you've decided to bake it, there's no turning back 🙂 But in Vectary, unlike in real life, you can press
Ctrl + Z and this will also cancel the baking.
Note that baked objects can be distinguished from all other objects by a unique icon in the panel on the left near the object name.