Only this pageAll pages
Powered by GitBook
Couldn't generate the PDF for 199 pages, generation stopped at 100.
Extend with 50 more pages.
1 of 100

Vectary Docs

Loading...

Documentation

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

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 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

Please note that on low-performance devices, scene quality may be automatically reduced to maintain optimal performance.

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.

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.

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.

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:

Getting started

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

For more details, explore the following sections:

Array Object

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

Symmetry

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

Spherify

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

Array Radial

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

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

  • Linear gradient — HEX, RGB

  • Radial gradient — HEX, RGB

  • Texture — JPG, PNG, SVG

  • Animation — Lottie, GIF, MP4

  • Figma frame —

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.

The intensity value can be set higher than 100 for stronger illumination

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.

To create a halo or neon-like effect, enable the effect

Array Linear

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

Group

  • Group — Ctrl+G

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

  • Ungroup — Ctrl+Shift+G

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.

This function also applies to modifiers, deformers, Variants, and other tools that operate based on the Group principle.

Group also has a setting that allows switching between a standard group and

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.

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.

Learn more here: Camera

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.

Bevel

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

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.

Array Grid

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

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 -

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

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:

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.

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.

Any image can be uploaded and will be automatically converted into a specialized normal map

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

Interactive elements

These tools are used to create a 3D configurator.

Tool
Description

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.

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.

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 require manual activation when needed:, to maintain good performance, some effects need to be enabled manually when necessary:

Import tips

Replace geometry

The context menu of mesh objects 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

Skew

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

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.

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 .

Since the Clipping plane is an object, it can be animated and used in interaction setups

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

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.

Noise

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

Stretch

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

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.

Randomize

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

Subdivide

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

Simplify

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

Note that very high-polygon models may cause the browser tab to become unresponsive

To improve performance in Studio, it is recommended to bake the deformer whenever possible to avoid unnecessary recalculations.

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:

To adjust the aspect ratio of the downloaded image, add a camera, enable the 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:

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.

New object

The New Object tool adds a new object to the scene, which starts empty and requires manual geometry input.

Use cases

  • Creating a new object from scratch – useful for modeling separate elements directly in Edit Mode.

Taper

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

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.

This effect has a medium impact on performance. It is recommended to enable it only when necessary or when the scene is highly optimized.

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.

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.

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

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.

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.

It can negatively impact performance as it doubles the number of rendered faces. It is recommended to use this option only when necessary.

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.

This effect has a high impact on performance. It is recommended to enable it only when necessary or when the scene is highly optimized.

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.

For a more realistic result and better performance, we recommend baking AO.. Learn more here: Ambient occlusion (texture)

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.

Cover

Design mode

Cover

Materials and Textures

Cover

Animated materials

Cover

Decals

Cover

Camera

Cover

Lighting and Environment

Cover

Effects

Cover

Background

Cover

Ground plane

Cover

Control bar

Cover

Libraries

Cover

Edit mode

Import formats

Figma frames import

CAD files

Vectary Processor

Import tips

Cover
Cover
Cover
Cover
Cover

System requirements

User interface

Rendering

Dashboard

Account settings

Roles

Scene orientation

Cover
Cover
Cover
Cover
Cover
Cover
Cover
Empty

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.

Soft Shadows

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

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.

Variants

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.

Floating UI

This tool enables the integration of 2D UI elements within the 3D canvas, allowing for interactive overlays, labels, buttons, and other interface components

Hotspots

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)

A wide selection of fonts is available, with support for custom font uploads in OTF format

  • 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:

Variables & Expressions

Box

  • Sphere

  • Cone

  • Cylinder

  • Tube

  • Torus

  • Polyhedron

  • Plane

  • 3D Text

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

    Primitive adjustment

    Adjust the shape of the primitive using the purple handles.

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

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

    A higher segment count increases the geometric detail, allowing for smoother transformations

    Design mode tools

    Switching to Edit mode

    It is also possible to edit object geometry in Edit mode. Learn more about it here: Edit mode

    Design mode tools

    Ambient occlusion

  • Bloom

  • Lighting 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 (refraction, subsurface scattering, etc.).

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

    Photon and Instant render (legacy)

    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.

    effects
    Reflections
    Soft shadows
    ,
    GLTF
    ,
    GLB
    ,
    OBJ
    ,
    STL

    The Clipping plane requires watertight geometry to function correctly. It does not work properly on planes or geometries with open edges.

    Settings

    • Target — defines an object, group, or selection 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.

    selections

    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.

    Extracting part of an existing object – to detach geometry into a separate object:
    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:

    1. select the desired geometry

    2. open the context menu by right-clicking

    3. select Cut to New Object (Ctrl+Shift+X)

  • 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.

  • 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

    Figma frames import
    Bloom
    Rendering
    Vectary Plugin for Figma

    Units

    Overview

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

    Available units

    Metric system
    Imperial system

    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.

    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.

    AR Export

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

    Selections tools

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

    Selection tools

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

    Type
    Hotkey
    Description

    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.

    Locked objects cannot be selected on the canvas but can be selected from the left panel.

    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.

    Learn more about it here:

    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.

    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.

    The main object can be changed at any time by dragging another object to the bottom of the list

    Separate by material

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

    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.

    Boolean Animation Limitations

    Limitation

    Union

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

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

    Subtract

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

    Intersect

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

    Tutorial

    Scene orientation

    Action
    Description

    Rotate

    Left-click and drag the mouse cursor across the scene canvas.

    Pan

    Right-click and drag the mouse cursor.

    Zoom

    Scroll the mouse wheel.

    Quick zoom

    Hold the mouse wheel and drag the mouse.

    Change view

    These actions cannot be customized

    Orientation axis

    In the bottom left corner of the screen, there is an area displaying the X Y Z orientation axes, the view type name, and geometry statistics.

    Geometry statistics

    58824 — number of vertices

    19608 — number of triangles

    25 — number of objects (hidden objects are ignored). more detailed statistics are displayed in Preview mode:

    Refraction

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

    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.

    The appearance of refractive materials is highly dependent on lighting conditions, as reflections, distortions, and transparency change based on the surrounding environment.

    Enabling can significantly improve the object's appearance by enhancing how light interacts with both front and back surfaces of the material.

    Clearcoat

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

    The intensity of the effect ranges from 0 to 100%.

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

    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.

    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.

    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

    It is possible to import externally created Lightmap textures into Vectary Studio: JPG, PNG, HDR, EXR

    Vectary Studio includes a real-time preview mode specifically for Lightmaps, facilitating fast visual assessment before committing to final texture baking.

    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

    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.

    Recommended uses:

    • Static scenes

    • High-detail objects requiring realistic shading

    • Scenes aiming for optimized rendering performance

    Tutorials

    Learn more about this feature:

    Texture remapping

    Texture remapping allows converting Ambient occlusion (texture) and 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

    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

    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.

    Bloom

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

    This effect has a medium impact on performance. It is recommended to enable it only when necessary or when the scene is highly optimized.

    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.

    Each of these values can be set manually above 100% by entering a custom number

    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

    Fading

    The Fading effect simulates atmospheric fog, softening distant objects and enhancing depth perception in the scene.

    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.

    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.

    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.

    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.

    Property
    Description

    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.

    Property
    Description

    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.

    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.

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

    Reflections

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

    This effect has a high impact on performance. It is recommended to enable it only when necessary or when the scene is highly optimized.

    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.

    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.

    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:

    Background

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

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

    • Environment — uses the HDRI environment () as the background, blending the lighting and reflections with the scene. -

    Libraries

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

    Libraries
    Description

    Opacity

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

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

    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

    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.

    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.

    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.

    To apply a material from the library, drag it onto an object or click on it, and it will be assigned automatically.

    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

    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.

    The library contains two categories, which can be found in the dropdown menu: Studio HDRIs and Outdoor HDRIs.

    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

    Asset library

    Design System allows the creation of a personalized collection of 2D and 3D assets.

    Materials library

    Collection of ready-to-use materials + custom materials.

    Environments library

    HDRI maps for environmental lighting.

    millimeters

    thou

    centimeters

    inches

    decimeters

    feet

    meters

    yards

    kilometers

    miles

    Press the TAB key to toggle between orthogonal views (front, top, right, left, back, and bottom). The grid remains visible in the background of the object.

    Fit view

    Press the A key to quickly focus on a selected object or fit all objects in the scene if nothing is selected.

    Performance analyzer
    Clicking the axes sets the view to orthogonal mode or use TAB
    Cover

    Group

    Cover

    Empty

    Cover

    Camera

    Cover

    Backdrop

    Cover

    Smooth normals

    Cover

    Clipping plane

    Cover

    Fit View

    Cover

    Viewport display modes

    Cover

    Gizmo & Pivot point

    Cover

    Snapping

    Cover

    Download image

    HDRI environments can also be imported in HDR or EXR format

    Various settings are available to adjust the environment's appearance and lighting. Learn more about HDRI environments and their settings here: Environment

    Selection tools

    Primitives

    Light sources

    Modifiers

    Deformers

    Setup

    Interactive elements

    Cover
    Cover
    Cover
    Cover
    Cover
    Cover
    Cover

    Select all

    Ctrl+A

    Instantly selects all visible and unlocked objects in the scene.

    Invert selection

    Reverses the current selection, deselecting selected objects and selecting unselected ones.

    Select

    Esc

    The default selection tool is active when no other tool is in use. It allows selecting objects individually with a single click.

    Marquee

    M

    Click and drag to create a rectangular selection area, selecting all objects within it.

    Lasso

    L

    Draw a freeform selection around objects to include them within the selection.

    Paint select

    P

    Click and drag to paint over objects, gradually adding them to the selection.

    Selections
    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
    —

    • 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.

    Environment
    Settings
    Custom aspect ratio
    Animation and transformation of objects under a Boolean modifier are visible only in the Shared version of the project. In the Preview version, this does not work.
  • Animation of Boolean operations is not supported. It works in the Preview version but is not functional in the Shared version.

  • to change the operation type, click on the icon

    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.

    Owner

    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

    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

    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

    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

    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

    Actions
    Owner
    Manager
    Editor
    Collaborator
    Viewer

    Access to billing information

    Managing workspace members

    Adjusts the transparency of a material

    Makes a material emit light, allowing it to glow regardless of the scene’s lighting

    Simulates surface details by affecting how light interacts with the material without changing its actual geometry

    Color

    Determines the base color of a material

    Roughness

    Controls how glossy or rough a surface appears

    Metalness

    Defines whether a material behaves like a metal or a non-metal

    Replicates the interference effect seen in thin layers of transparent material, such as soap bubbles or oil on water.

    Defines how much light is reflected from the surface of a material, influencing its shininess and realism.

    Enables rendering of both the front and back faces of a surface, ensuring the material is visible from all angles.

    Subsurface

    Simulates light scattering beneath the surface of an object, creating a soft, translucent effect.

    Refraction

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

    Clearcoat

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

    Settings:
    • 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

    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.

    Supported formats: JPG, PNG, SVG, Lottie, GIF, MP4

    How it works

    1

    Import your file

    Just dragging it onto the canvas

    2

    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.

    3

    Adjusting

    Once placed, decals can be resized or rotated using the Gizmo

    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.

    Selecting the same texture in the Emission property as in Color makes the decal appear bright and unaffected by scene lighting.

    Figma integration

    • Decals can also be imported directly from Figma — Figma frames import

    • Any changes made in Figma can be updated in Vectary Studio with just one click

    Tutorials

    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

    • 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:

    The size of the shadow plane can be adjusted, and values greater than 2500 can be manually entered.

    A transparency setting allows control over shadow opacity.

    Shadow color can be modified to match the scene.

    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.

    open the Workspace tab from the left panel
  • select the desired workspace from the dropdown menu

  • browse through the folder structure containing your projects

  • drag and drop the project thumbnail into the scene to import it, or click it to place it at the center of the scene

  • To import a project with all its settings, perform the same action while holding Alt

    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

    All animations and interactions linked to the selected objects will be preserved

    Importing projects with animations and interactions

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

    This allows for the creation of template projects containing only keyframes or interaction settings, reducing the need for repetitive setup

    Floating UI and Hotspots as assets

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

    This enables the creation and storage of various 2D elements for reuse as 2D assets

    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

    shadows
    , unlike Blend mode, where partial transparency prevents proper shadow formation. Additionally, Mask mode improves
    performance
    by simplifying rendering calculations.

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

    • Linear gradient — HEX, RGB

    • Radial gradient — HEX, RGB

    • Texture — JPG, PNG, SVG

    • Animation — Lottie, GIF, MP4

    • Figma frame —

    In the
    Control bar
    , the magnet icon represents the snapping toggle:
    • Enabled – active snapping options will function

    • Disabled – no snapping will be applied

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

    Snapping types in Design mode

    View

    Automatically aligns the camera to an orthogonal view when rotating.

    Grid

    Snaps objects to the scene grid.

    End

    Snaps to object mesh vertices (only works in Shaded display mode).

    Angle

    Defines a rotation increment for the Gizmo.

    Face

    Snaps an object to the surface of another object, aligning it along the Z-axis.

    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.

    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

    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

    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 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.

    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

    1. this action creates a project in your workspace, marked with an M icon, indicating that it is a material asset

    1. custom materials can be found in the Material library and edited by opening the associated project and making changes

    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

    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.

  • Open a material property that supports texture import

  • Select the Animation option

  • Upload your animated file (Lottie, GIF, or MP4)

  • 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.

    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)

    Switch to Preview mode to see how the animation or video functions

    Tutorials

    Double sided material
    Retain AO

    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.

    click to enlarge the image

    UI
    Description
    Related topics

    Top bar

    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.

    Importing a Frame as a Texture

    1

    Frame selection (Figma)

    Ensure that the design to be imported is wrapped in a frame

    2

    Copy link to selection (Figma)

    Copy the link to the selected frame

    3

    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 )

    To do this, copy the link to the frame () 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.

    Synchronizing changes

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

    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.

    Token

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

    1

    Open Figma account settings

    2

    Navigate to the Security tab and generate new token

    3

    Done! Frames can now be imported.

    Tutorials

    Account settings

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

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

    Profile settings

    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

    Change email

    To update the email address linked to an account, contact the support service. Submit a request through the , including the following details:

    1. The current email address associated with the account

    2. The new email address intended for use

    3. Access Token ()

    4. User ID ()

    Changing the login method (from Google to Email)

    • Sign out of your account

    • Go to

    • Enter your email address

    • An email will be sent with a link to reset your password

    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 .

    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.

    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.

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

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

    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.

    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.

    Conversion is relevant only for Studio and does not affect the web viewer

    List of modifiers

    Type
    Description

    Light sources

    Overview

    By default, illumination in a scene comes from environment lighting (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.

    Light sources are very easy to use and configure:

    By default, a light source does not cast shadows; this must be enabled in the settings of each light source

    The intensity of each light source can be set to more than 100%

    Point light

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

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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. ).

    Dynamic

    1. Non-Dynamic mode – objects with a do not receive diffuse reflections from the light source but still contribute to specular reflections.

    2. Dynamic mode – light influences all objects in the scene, including those with a . However, dynamic light sources are ignored when baking the Lightmap.

    Retain AO

    1. Retain AO disabled – objects with an map do not receive diffuse reflections but still contribute to specular reflections.

    2. Retain AO enabled – light influences all objects in the scene, including those with an map.

    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.

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

    Effect
    Description
    Impact on performance

    Enables surface reflections.

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

    Effects can be hidden or removed:

    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).

    Environment lighting provided by HDRI can always be supplemented or replaced by additional light sources if necessary -

    To make the HDRI to be visible as a background, this can be configured in the background settings -

    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.

    • 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.

    Library

    Read more about this here:

    Tutorials

    CAD files

    Turn your CAD models into interactive experiences

    Overview

    Vectary supports STEP/STP , IGES/IGS

    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

    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.

    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.

    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:

    • Perspective

    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.

    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.

    In Edit mode, only one type of geometry - vertices (hotkey -

    Deleting workspaces, folders, projects, comments

    Exporting projects and changing project sharing settings

    Project editing

    Access to view all projects and comments in workspace

    Read and add comments

    Viewing projects via direct links

    The top bar includes the menu, tools, mode switching, and a button to share the project.

    Design mode Animations Interactions Comments Sharing Menu - Settings

    Left panel (scene panel)

    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.

    Scene panel Asset library

    Right panel

    The properties panel dynamically displays settings based on the current selection. When no object is selected, the panel shows the canvas settings by default.

    When no object is selected, the scene settings are displayed. To return to the scene settings, press Esc or left-click on any empty area of the canvas.

    Environment Background Ground plane Augmented Reality (WebAR) Variables & Expressions Effects Loading screen Mouse controls Interaction prompt WebXR (beta) Performance analyzer

    Canvas

    The main viewport where all scene objects are displayed and manipulated.

    Scene orientation Rendering Background Ground plane Effects

    Control bar

    A small bar located at the bottom of the canvas for quick access to frequently used functions

    Control bar

    Delete account
  • Sign out

  • Log out from all other devices

  • Copy User ID

  • Generate Access Token

  • Subscribe/unsubscribe to our email newsletter

  • Toggle email notifications for new comments on projects from other workspace members

  • 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

  • contact form
    https://www.vectary.com/dashboard/?profile=true
    https://www.vectary.com/dashboard/?profile=true
    Forgot Password
    workspace settings

    high impact

    Ambient Occlusion

    Simulates soft contact shadows in areas where surfaces are close to each other, such as corners, creases, and intersections, adding depth and realism.

    medium impact

    Soft Shadows

    Smooths shadow edges, creating more natural-looking shadows.

    high impact

    Fading

    Creates a volumetric fog effect in the scene, softening distant objects and enhancing atmospheric depth.

    no impact

    Smooth edges

    Reduces aliasing on object outlines for cleaner visuals.

    high impact

    Adjustments

    Includes settings for Saturation, Contrast, Exposure, and Tonemapping to refine color and brightness balance.

    no impact

    Color Balance

    Adjusts the overall color temperature and tint of the scene.

    no impact

    Vignette

    Darkens the edges of the image, drawing focus toward the center.

    no impact

    Grain

    Adds a subtle film grain effect for a more cinematic look.

    no impact

    Bloom

    Produces a glowing effect around bright areas.

    medium impact

    Reflections

    Choose Figma fame (Vectary)

    Select the object and material property where the texture should be imported, then choose Figma frame instead of Texture

    4

    Paste Figma frame link (Vactary)

    Paste the copied frame link into the provided field and press Enter

    Enter any name for the token, set its expiration date, and click Generate token
    4

    Copy the generated token

    5

    Paste the generated token into Vectary

    Paste the token and press Enter

    the token input field in Vectary appears after attempting to use a frame.

    Decals
    follow the first two steps
    Click on the frame name to open the list of all frames

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

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

    Performs operations between two objects, such as union, subtraction, and intersection, to create complex shapes.

    Array Linear

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

    Array Radial

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

    Array Grid

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

    Array Object

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

    Subdivide

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

    Bevel

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

    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.

  • Light sources
    Background
    Environments library
    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).

    • 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.

    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.

    File structure

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

    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).

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

    Meshing management

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

    Default settings

    These parameters can be adjusted either for an individual object or for all selected objects

    It is not necessary to modify all of the values at once; instead, try to change each one a little at a time

    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.

    Geometry distortion example

    After changing the quality settings

    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).

    The lower the number, the more precise the result is, but number of polygons also increases

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

    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).

    Note the different icons for a NURBS object and a geometric one

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

    Tutorials

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

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

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

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

    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.

    Conversion is relevant only for Studio and does not affect the web viewer

    List of deformers

    Type
    Description

    Applies a curvature to an object, bending it along a defined axis.

    Rotates an object around its axis, creating a spiral effect.

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

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

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

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

    Material properties supporting custom texture import

    • Color

    • Roughness

    • Metalness

    • Opacity

    • (images imported here will automatically convert to a normal map)

    • Thickness or

    Methods for importing textures

    • Upload directly from a computer

    • Insert a URL link to an image

    • Import directly from Figma - Figma frames import

    Supported texture formats

    • Static images: JPG, PNG, SVG

    • Animated images: 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

    • Imported textures can be modified with various controls such as saturation, brightness, contrast, inversion, tiling, offset, rotation, and resolution adjustments.

    All used textures and their resolutions are displayed in preview mode, enabling quick optimization

    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:

    • 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

    Clicking the projection shape icon repeatedly cycles through different projection axes

    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

    Field of View

  • Depth of Field

  • View Limits

  • Turntable

  • Custom Aspect Ratio

  • Each camera can be individually customized with its own settings

    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.

    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 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.

    Locking the camera after finding the ideal view prevents accidental position changes

    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

    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.

    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

    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.

    Turntable

    Enables continuous rotation around the camera's focal point.

    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.

    Also useful for exporting images, enabling downloads in various aspect ratios

    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.

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

    Position

    • To move an object, left-click and drag a Gizmo arrow

    • To move the Gizmo itself without affecting the object, right-click and drag an arrow

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

    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

    Transformations occur relative to the Origin

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

    Rotation

    • To rotate an object, left-click and drag one of the Gizmo arcs

    • To rotate the Gizmo itself without affecting the object, right-click and drag an arc

    • Holding Shift enables 15-degree incremental rotation

    • Clicking on an arc opens a field to enter an exact rotation value

    Rotation occurs relative to the Origin

    The rotation angle increment depends on angle snapping (if active)

    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.

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

    • Left-click and drag to move the origin together with the object

    • Right-click 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, right-click the origin. Snap points will appear along the Z-axis, allowing for quick repositioning. To adjust along a different plane, change the axis orientation.

    Resetting the Origin – Double-clicking the origin automatically moves it to the lowest part of the object

    Snapping to the Grid or Face applies specifically to the Origin and occurs perpendicular to the Z-axis. Read more: Snapping

    Tutorials

    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

    • 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.

    Marquee selection works through the object, meaning all geometric elements behind the front-facing ones will also be selected

    • 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.

    Lasso selection works through the object, meaning all geometric elements behind the front-facing ones will also be selected

    • 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.

    • 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.

    • 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

    Figma frames import
    Ground plane
    Lightmap
    Lightmap
    Ambient Occlusion
    Ambient Occlusion
    Opacity
    Emission
    Normal map
    Thinfilm
    Reflectivity
    Double sided material

    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

    Sections

    Settings

    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

    Texture Projection – adjusts how a texture is mapped onto an object. Learn more here:

    Material list – each object can have multiple materials. A material is a collection of configured properties and textures —

    Material Library – icon next to the material name opens the material library —

    Basic properties — core material properties such as color, roughness, metalness, opacity, emission, and normal maps —

    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.

    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.

    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.

    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

    If the object is not a mesh, the system will prompt for confirmation before converting it to mesh geometry

    Display and Visibility

    • Objects in Edit mode are displayed in 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.

    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.

    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.

    Tool
    Description

    Randomize
    Symmetry
    Boolean

    Noise

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

    Simplify

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

    Bend
    Twist
    Taper
    Skew
    Stretch
    Spherify

    Advanced options — additional properties like subsurface scattering, refraction, clearcoat, thinfilm for more complex material effects — Advanced materials

    Baked textures — precomputed ambient occlusion (AO) and lightmap (LM) textures to optimize rendering performance while preserving detailed lighting and shading — Baked textures

    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.

    Materials library
    Basic materials
    Cover

    Basic materials

    Core material properties such as color, roughness, metalness, opacity, emission, and normal maps

    Cover

    Advanced materials

    Additional properties like subsurface scattering, refraction, clearcoat, thinfilm for more complex material effects

    Cover

    Baked textures

    Precomputed ambient occlusion (AO) and lightmap (LM) textures to optimize rendering performance while preserving detailed lighting and shading.

    Cover

    Importing own textures

    Importing custom textures, including settings for texture projection and mapping adjustments.

    library icon
    Texture Projection
    Managing materials

    Transform a selected set of vertices or edges into a circular shape.

    Connect two separate edge loops with new geometry.

    Move edges along their connected geometry.

    Create new edges by slicing through geometry.

    Merge selected vertices, edges, or faces into a single point.

    Close open areas by generating new faces.

    Combine adjacent faces into a single surface.

    Additional tools for refining and modifying geometry.

    Adjust surface normals for proper shading and rendering.

    Selection tools

    A set of tools for selecting vertices, edges, or faces.

    New object

    Create a separate mesh object within the scene.

    Draw

    Manually sketch new geometry.

    Primitives

    Add basic geometric shapes such as boxes, spheres, and cylinders.

    Extrude

    Extend geometry outward from a selected face or edge.

    Bevel

    Smooth sharp edges by adding rounded transitions.

    Shaded display
    Emission
    Normal map
    Ambient occlusion (texture)
    Lightmap
    Refraction
    Reflectivity

    Import formats

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

    To import any of the files, simply drag and drop them onto the canvas

    3D files

    Formats
    Additional info
    Related

    Each of the formats can be imported in a ZIP archive

    Bulk file import is possible: to do this, drag and drop ZIP files onto the dashboard

    HDRI

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

    Formats
    Additional info
    Related

    Images

    Formats
    Additional info
    Related

    Images or text can be inserted from the clipboard - Ctrl+V

    Animated files

    Formats
    Additional info
    Related

    Audio

    Formats
    Additional info
    Related

    Text

    Formats
    Additional info
    Related

    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.

    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

    Make circle
    Bridge
    Slide
    Cut
    Collapse
    Cap open boundaries
    Merge faces
    Mesh Tools
    Normals
    Check out how different the materials look with different HDRI

    USDZ

    Animation - only for AR

    STL

    DAE

    IGS, IGES

    CAD format 🔒 Available only for Business plan

    STP, STEP

    CAD format 🔒 Available only for Business plan

    OBJ

    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.

    GLTF

    Animation ✅ (supported animation types: transformation and skeletal animation only)

    GLB

    Animation ✅ (supported animation types: transformation and skeletal animation only)

    FBX

    Animation ✅ (supported animation types: transformation and skeletal animation only)

    HDR

    Environment

    EXR

    Environment

    JPG

    Decals Importing own textures

    PNG

    Decals Importing own textures

    SVG

    2D to 3D Decals

    Figma frame

    GIF

    Animated materials

    Lottie

    Animated materials

    MP4

    Animated materials

    MP3

    Sounds

    WAV

    Sounds

    OGG

    Sounds

    WEBM

    OTF

    3D Text Floating UI

    Operating system support

    The application is available for Windows 11 and macOS

    Where to download

    To request access to Vectary Processor, please contact the Vectary Sales team - https://www.vectary.com/business-contact/

    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”

    4. Paste the token into the input field in the Vectary Processor app

    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:

    • 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:

    • 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

    Tip: reducing the size of the Vectary Processor window can improve 3D preview performance

    Bottom toolbar

    Mesh optimization

    After processing, geometry appears with default medium mesh quality.

    Optimization options:

    • Easy: use the slider to set triangle density (displayed in tooltip)

    • Advanced: configure individual settings:

      • Linear deflection: maximum deviation between NURBS and mesh

      • Angular deflection: maximum angle between mesh polygons

      • Min edge size: minimum allowed polygon edge length

    Selections

    • 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

    • 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

    • Object list: toggle visibility

    • Fit view: centers selected object in view (Shortcut: A)

    • Delete: removes selected object (Shortcut: Delete or Backspace)

    • Isolate: hides all other objects except the selection (Shortcut: I)

    • Exit isolate: exits isolation mode and shows all objects

    Upload to Vectary Studio

    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.

    To save a project:

    1. Click Upload to Vectary (top-right corner)

    2. Name the project

    3. Select a workspace

    4. Choose a folder

    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.

    Tabs

    Multiple projects can be opened simultaneously in separate tabs.

    Tip: continue working on one project while others are processing in background tabs

    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.

    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

    • 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.

    • Realism The photorealistic path-tracing rendering method utilized by texture baking ensures highly realistic and impressive visual outcomes.

    Texture baking calculations are performed locally on the computer, fully leveraging CPU capabilities

    What textures can be baked in Vectary Studio

    Textures
    Description

    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.

    A precomputed texture that stores lighting data, enhancing visual realism and optimizing.

    A virtual surface that helps integrate 3D objects into a scene by providing a base for casting shadows.

    Converting AO map and Lightmap textures into Roughness and Emission to ensure proper functionality across all devices in AR.

    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.

    Ambient Occlusion map and Lightmap are generated as UV1 by default, but can be set to become part of 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

    • 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.

    • Slightly increases the scene size due to an extra UV map.

    Textures using UV1:

    It is generally preferable to maintain UV0 and UV1 separately, ensuring independent adjustments of the texture projection

    • 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

    Continue working on the scene during baking

    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

    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.

    CAD files
    CAD files
    Figma frames import
    Sounds

    Ambient Occlusion

  • Lightmap

  • Ambient occlusion (texture)
    Lightmap
    Ground plane
    Texture remapping

    The dashboard is optimized for mobile devices

    Workspaces

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

    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.

    Workspace settings

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

    Workspace settings offer the following options:

    • 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

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

    Access to these settings is available only to the workspace Owner and Manager.

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

    To invite a new member, enter their email address into the designated field, assign their role (which can be changed at any time), and click the 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.

    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.

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

    Billing

    Access to the billing section of the workspace is available only to the workspace owner

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

    - details of the current subscription plan, including renewal date

    - option to cancel the subscription

    - three most recent invoices

    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 [email protected]

    Workspace tips

    The order of workspaces can be changed as needed. Simply drag the workspace cover to the desired position.

    The workspace ID can be copied from the URL (in case of support requests).

    Folders

    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.

    Archived

    — 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.

    Projects

    • 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.

    A project can be opened in preview mode only if it has been shared.

    The preview displays a shared version of the project.

    • If a project is not shared, double-clicking a project opens it in Studio.

    • If a project is shared (indicated by a green dot in the top-left corner of the thumbnail), double-clicking opens the project in Preview mode.

    • A project can be opened straight in Studio (bypassing the Preview mode) by using the icon in the upper-right corner:

    • To open a project in Studio from the Preview mode, click the button.

    Currently, Preview mode allows the following actions:

    • 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)

    Project description and tags

    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.

    Project search is available both in the Dashboard and in Studio.

    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.

    Project cover

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

    Project tips

    The green dot in the top left corner indicates that the project is shared. Clicking it will copy the project link to the clipboard.

    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.

    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.

    Importing a project into another project (Design system)

    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.

    Learn more about how it works:

    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:

    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.

    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.

    Note: projects created via this import method include preconfigured lighting and additional rendering effects. When continuing to work on the project in Studio, verify that these settings align with the intended appearance of the scene.

    Project search

    Project search is based on the project name, description, and tags.

    Search is available in both the Dashboard and Studio.

    search field in Dashboard
    search field in Studio