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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.
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.
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.
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.
Dynamic Shadows adjust in real time based on scene lighting, ensuring accurate interaction with moving elements.
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 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.
Account settings can be found in the dashboard at the top right corner:
This link also leads to the account settings: https://www.vectary.com/dashboard/?profile=true
The following actions are available for the account:
Change name
Set profile picture
Change password
Check an email linked to the account
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
To update the email address linked to an account, contact the support service. Submit a request through the contact form, including the following details:
The current email address associated with the account
The new email address intended for use
Sign out of your account
Go to Forgot Password
Enter your email address
An email will be sent with a link to reset your password
Click on the link from the email
A page will open asking you to enter your new password twice
Use your new password to log in with your email address
Please note that subscriptions are linked to workspaces, not to individual accounts. Since each workspace has its own subscription, payment settings are located in the workspace settings.
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
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.
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.
58824
— number of vertices
19608
— number of triangles
25
— number of objects (hidden objects are ignored). more detailed statistics are displayed in Preview mode: Performance analyzer
WYSIWYG - What You See Is What You Get
Vectary utilizes real-time, photorealistic rendering, which is always active and cannot be disabled.
To ensure optimal performance, certain effects require manual activation when needed:, to maintain good performance, some effects need to be enabled manually when necessary:
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.
Improve project organization by utilizing workspaces and folders, boosting overall management efficiency
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.
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 offer the following options:
Manage workspace members
View the three most recent invoices
Upload a cover image for a workspace
Rename a workspace
Delete a workspace
Owner or Manager role in a Business workspace can only invite other users who already have a Vectary account. If the person invited to the Business workspace does not have a Vectary account, they will get an email invitation that will lead them to register with Vectary and the workspace will be automatically added to their dashboard.
Once a member joins a workspace, they can use both their primary workspace and the ones they have joined.
Access to the billing section of the workspace is available only to the workspace owner
The workspace settings include a Billing tab, 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
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).
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.
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.
A description, tags, and a cover can be added to a project. To do this, open the project card by clicking on the bottom part of the cover.
Open — opens a project in the Studio
Open new tab — opens a project in the Studio in a new browser tab
Copy Link — copies a shareable link to a project
Copy Project ID — this identifier may be required by Support for efficient troubleshooting in case of any issues
Lock — secures a project to prevent unintended edits or deletion
Duplicate — create an exact copy of a project
Rename — allows changing a project name
Delete — moves a project to the Archived folder
Permanently delete — completely removes a project from the system (only available in the Archived folder)
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.
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:
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:
The search feature in the dashboard checks project names, descriptions, and tags.
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.
Turn your CAD models into interactive experiences
Vectary supports STEP
/STP
, IGES
/IGS
formats, which are mainly used in the CAD workflow. Once such a file is imported, its structure is converted into one or multiple NURBS
objects.
A NURBS
is a special object that contains NURBS
geometry. Since Vectary is a mesh software, the imported NURBS
geometry is automatically converted into mesh geometry. However, this transformation is procedural, which means that the quality can be changed at any time (similar to segment parameters for primitive objects).
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.
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:
Small screw - high quality of detail.
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.
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:
The settings allowing for changes in the density and quality of the mesh are located on the right panel.
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.
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:
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).
Each change in quality settings is based on the original file, so you can safely experiment with the settings.
The whole playlist "From CAD to Vectary" (9 tutorials):
Use Vectary Processor to streamline the CAD-to-3D workflow with full control and local file security
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.
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:
Go to https://www.vectary.com/dashboard/
Click on the profile picture in the top-right corner
Once added, the token does not need to be re-entered after closing the application.
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
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
After processing, geometry appears with default medium mesh quality.
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
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.
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
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:
Click Upload to Vectary
(top-right corner)
Name the project
Select a workspace
Choose a folder
Multiple projects can be opened simultaneously in separate tabs.
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.
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
Recommended maximum: 500 objects
Use Merge selection
or Magic merge
to reduce object count
Only merge objects sharing the same material and behavior
Connect Figma with Vectary
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.
Frame selection (Figma)
Copy link to selection (Figma)
Choose Figma fame (Vectary)
Paste Figma frame link (Vactary)
This creates a separate object (a plane) that can be applied to any surface.
If the frame was modified in Figma, click the synchronization icon next to the frame link in Vectary to update it.
To use the imported image in other settings, there is no need to import it again—simply select the texture from the existing list.
A token needs to be generated only once in Figma and linked to Vectary to connect the Figma account.
Open Figma account settings
Navigate to the Security
tab and generate a token
Enter any name for the token, set its expiration date, and click Generate token
Copy the generated token and paste it into Vectary
The token input field in Vectary appears after attempting to use a frame
Paste the token and press Enter
Done! Frames can now be imported.
Access Token (https://www.vectary.com/dashboard/?profile=true)
To access a workspace settings, click on the gear icon Direct to workspace settings:
To invite a new member, access the workspace settings by clicking the button located in the upper right corner of the dashboard (or use the following link: )
Then enter their email address into the designated field, assign their (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.
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
— 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.
The green dot in the top left corner indicates that the project is . Clicking it will copy the project link to the clipboard.
To request access to Vectary Processor, please contact the Vectary Sales team -
Select “Copy My Token”
Paste the token into the input field in the Vectary Labs app
Navigation behavior is identical to
Min edge size: minimum allowed polygon edge length
Object list: toggle visibility
: 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
Ensure that the design to be imported is wrapped in a frame
Copy the link to the selected frame
Select the object and material property where the texture should be imported, then choose Figma frame instead of Texture
Paste the copied frame link into the provided field and press Enter
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
.
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 ✅
GLB
Animation ✅
FBX
Animation ✅
USDZ
Animation - only for AR
STL
DAE
IGS, IGES
CAD format 🔒 Available only for Grow and Business plans
STP, STEP
CAD format 🔒 Available only for Grow and Business plans
HDR
EXR
JPG
PNG
SVG
Figma frame
GIF
Lottie
MP4
The 3D Text tool allows for the creation of editable 3D typography directly within the scene. Font, size, depth, and other parameters can be customized to integrate text seamlessly into a design.
Text can also be dynamic by using expressions and variables - Variables & Expressions
The 3D text tool provides comprehensive customization options similar to those found in standard text editors.
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:
Selection tools allow precise control over object selection in the scene. Different methods provide flexibility depending on the workflow and selection requirements.
These tools streamline the selection process, making it easier to manage complex scenes and make precise edits.
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.
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.
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.
Selections can be saved and then used in various project settings.
Learn more about it here: Selections
Vectary utilizes an internal measurement system that can be defined only when exporting a file or configuring augmented reality settings. Real-world units are significant only for file export and augmented reality. They have no effect on any other aspect of your workflow.
millimeters
thou
centimeters
inches
decimeters
feet
meters
yards
kilometers
miles
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.
To set units for an AR model, navigate to the Behavior tab and select a preferred measurement unit.
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.
It is also possible to edit object geometry in Edit mode. Learn more about it here: Edit mode
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:
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.
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.
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.
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.
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. Ground plane).
Non-Dynamic mode – objects with a Lightmap do not receive diffuse reflections from the light source but still contribute to specular reflections.
Dynamic mode – light influences all objects in the scene, including those with a Lightmap. However, dynamic light sources are ignored when baking the Lightmap.
Retain AO disabled – objects with an Ambient Occlusion map do not receive diffuse reflections but still contribute to specular reflections.
Retain AO enabled – light influences all objects in the scene, including those with an Ambient Occlusion map.
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.
Box
Sphere
Cone
Cylinder
Tube
Torus
Polyhedron
Plane
Primitive shapes can be modified directly on the canvas or through the right panel settings.
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
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.
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
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.
Duplicates an object around a central point, allowing control over the number of copies, rotation, and distribution radius.
Uses another object as a reference to distribute instances along its surface.
Creates multiple instances of an object along a straight line with adjustable spacing and count parameters.
All about roles for your Business workspace
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.
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
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
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
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
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
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%
Top bar
The top bar includes the menu, tools, mode switching, and a button to share the project.
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.
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.
Canvas
The main viewport where all scene objects are displayed and manipulated.
Control bar
A small bar located at the bottom of the canvas for quick access to frequently used functions
Creates multiple instances of an object along a straight line with adjustable spacing and count parameters.
Duplicates an object around a central point, allowing control over the number of copies, rotation, and distribution radius.
Generates a grid-based duplication pattern with customizable rows, columns, and depth settings.
Uses another object as a reference to distribute instances along its surface.
Divides the geometry into smaller segments, increasing mesh density for smoother deformations.
Adds chamfered edges to a model by smoothing sharp corners and refining geometry.
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.
Access to billing information
Managing workspace members
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
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.
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
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.
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.
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.
Applies randomized displacement to an object's surface, creating an organic, irregular look.
Reduces the complexity of an object's geometry, optimizing its topology while maintaining overall shape integrity.
Divides the geometry into smaller segments, increasing mesh density for smoother deformations.
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.
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
Enabling this option ensures that each object involved in the Boolean operation retains its original material.
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.
Cuts the participating objects from the main object, removing overlapping sections and leaving behind the remaining shape.
Keeps only the overlapping parts between the main object and participating objects, removing all non-overlapping sections.
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.
Generates a grid-based duplication pattern with customizable rows, columns, and depth settings.
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.
Adds chamfered edges to a model by smoothing sharp corners and refining geometry.
TAB
Scales an object along a single axis while maintaining its proportions on other axes, elongating or compressing the shape.
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
Transforms an object’s shape towards a perfect sphere, adjusting its form while preserving the original volume.
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.
Applies randomized displacement to an object's surface, creating an organic, irregular look.
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.
To improve performance in Studio, it is recommended to bake the deformer whenever possible to avoid unnecessary recalculations.
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.
An invisible plane that clips objects in the scene, useful for sectional views and precise visualization adjustments.
The effect of the clipping plane can be restricted to specific objects, groups, or selections.
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.
The Clipping plane requires watertight geometry to function correctly. It does not work properly on planes or geometries with open edges.
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.
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.
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 Empty
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
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.
These tools are used to create a 3D configurator.
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.
This tool enables the integration of 2D UI elements within the 3D canvas, allowing for interactive overlays, labels, buttons, and other interface components
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)
Easily create stunning photorealistic materials
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
To access material settings, select an object. Once selected, the right panel will display the object's material list and material properties.
Material list – each object can have multiple materials. A material is a collection of configured properties and textures — Managing materials
Basic properties — core material properties such as color, roughness, metalness, opacity, emission, and normal maps — Basic materials
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.
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.
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.
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.
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.
Texture Projection – adjusts how a texture is mapped onto an object. Learn more here:
Material Library – icon next to the material name opens the material library — Materials library
Basic materials
Core material properties such as color, roughness, metalness, opacity, emission, and normal maps
Advanced materials
Additional properties like subsurface scattering, refraction, clearcoat, thinfilm for more complex material effects
Baked textures
Precomputed ambient occlusion (AO) and lightmap (LM) textures to optimize rendering performance while preserving detailed lighting and shading.
Importing own textures
Importing custom textures, including settings for texture projection and mapping adjustments.
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.
Determines the base color of a material
Controls how glossy or rough a surface appears
Defines whether a material behaves like a metal or a non-metal
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
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 — Figma frames import
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.
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.
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.
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.
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 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 — Figma frames import
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.
Simulates light scattering beneath the surface of an object, creating a soft, translucent effect.
Controls how light bends when passing through a transparent material, simulating effects like glass, water, or gemstones.
Adds an extra transparent layer on top of a material, simulating varnishes, car paints, or protective coatings.
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.
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.
Enabling Double sided material can significantly improve the object's appearance by enhancing how light interacts with both front and back surfaces of the material.
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.
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.
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
Recommended uses:
Static scenes
High-detail objects requiring realistic shading
Scenes aiming for optimized rendering performance
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
Vectary Studio includes a real-time preview mode specifically for Lightmaps, facilitating fast visual assessment before committing to final texture baking.
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.
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.
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
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.
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.
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.
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
Removes visual noise from baked textures, improving clarity.
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.
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.
Slightly increases the scene size due to an extra UV map.
Textures using UV1:
Ambient Occlusion
Lightmap
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.
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
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.
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.
Matches the object's exact geometry, thus requiring proper UV unwrapping for accurate results.
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.
Supported formats: JPG, PNG, SVG, Lottie, GIF, MP4
Import your file
Just dragging it onto the canvas
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.
Adjusting
Once placed, decals can be resized or rotated using the Gizmo
Decals behave like regular flat objects and share the same material and texture properties
Adjust decal materials for matte, glossy, or metallic finishes
Modify brightness or apply textures within the Emission property to make decals independent of scene lighting
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
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.
Open a material property that supports texture import
Select the Animation option
Upload your animated file (Lottie, GIF, or MP4)
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
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
Field of View
Depth of Field
View Limits
Turntable
Custom Aspect Ratio
Camera adjustments can be made without entering the camera view. Simply select the desired camera and modify its settings in the right panel.
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.
Orthographic: objects maintain consistent size and spacing regardless of their distance
Perspective: mimics human vision, where objects appear smaller as they get farther away
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.
Enhances realism by simulating camera focus.
Focus offset — defines the area in clear focus, blurring surrounding areas
Intensity — controls the amount of blur applied
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.
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
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.
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
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.
Locking the camera after finding the ideal view prevents accidental position changes
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 (Environment) as the background, blending the lighting and reflections with the scene. - Ground projection — modifies the HDRI projection to create a realistic ground surface, ensuring objects appear naturally integrated into the environment. This prevents the floating effect typically seen with spherical HDRI projection and enhances realism by aligning the background and reflections with the scene. - Size — adjusts the projection size to match the scale of the scene - Blur — applies an extreme blur effect, making the HDRI background indistinguishable except for its colors. If background blur is disabled, additional blur adjustments can be made in the environment settings. - Environment settings — 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 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).
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.
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.
Vectary Studio allows importing custom textures into almost every material property, providing extensive customization options to enhance visual fidelity and achieve desired effects.
Upload directly from a computer
Insert a URL link to an image
Static images: JPG, PNG, SVG
Animated images: Lottie, GIF, MP4
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 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 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
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 -
Read more about this here:
(images imported here will automatically convert to a normal map)
Thickness or
Import directly from Figma -
Imported animated textures automatically loop when the scene loads, playback can be managed in Interact mode -
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.
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.
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
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.
Enables surface reflections.
high impact
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
Smooths shadow edges, creating more natural-looking shadows.
high impact
Creates a volumetric fog effect in the scene, softening distant objects and enhancing atmospheric depth.
no impact
Reduces aliasing on object outlines for cleaner visuals.
high impact
Includes settings for Saturation, Contrast, Exposure, and Tonemapping to refine color and brightness balance.
no impact
Adjusts the overall color temperature and tint of the scene.
no impact
Darkens the edges of the image, drawing focus toward the center.
no impact
Adds a subtle film grain effect for a more cinematic look.
no impact
Produces a glowing effect around bright areas.
medium impact
Most effects have adjustable parameters. To modify them, click on the effect's name after adding it:
Effects can be hidden or removed:
The Fading effect simulates atmospheric fog, softening distant objects and enhancing depth perception in the scene.
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.
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.
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)
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.
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.
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
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.
Saturation – adjusts the intensity of colors, making them more vivid or muted
Contrast – controls the difference between light and dark areas, affecting overall scene depth
Exposure – alters the brightness of the entire scene, simulating camera exposure effects
Tonemapping – applies predefined color grading curves to balance highlights and shadows:
None – no tonemapping applied
Filmic – produces a cinematic look with balanced contrast.
Reinhard – compresses high dynamic range values for more natural exposure.
ACES – uses industry-standard color grading for physically accurate color reproduction.
Cineon – mimics film-like contrast and tonal response.
The Vignette effect darkens the edges of the scene, adding cinematic depth and guiding viewer attention toward the center to enhance visual focus.
Radius – defines how far the vignette effect extends from the edges toward the center. Lower values create a stronger vignette effect, while higher values keep more of the image unaffected.
Softness – controls the transition between the darkened edges and the unaffected center. Higher values result in a more gradual fade, while lower values create a sharper contrast.
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.
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.
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.
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
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.
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
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.
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.
Focusing on an object: select an object and press A
, or click the Fit View icon. The camera will frame the selected object and rotate around it.
Fitting all objects: click on an empty area of the canvas and press A
. The camera will adjust to fit all visible objects in the scene, centering the view at the midpoint between them.
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.
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.
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:
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:
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 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
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
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
.
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
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).
Displays objects with their assigned materials, including textures, shadows, reflections, and lighting.
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
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.
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.
The image download option instantly saves a high-resolution PNG file. The image is rendered using the same real-time renderer, ensuring it matches what is seen in Studio. Learn more about the renderer here: Rendering
To adjust the aspect ratio of the downloaded image, add a camera, enable the Custom aspect ratio setting, and set the desired ratio. Then, while viewing through the camera, download the image.
For a more convenient image generation workflow, we recommend using the Figma plugin. Learn more here: Vectary Plugin for Figma
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.
To import an existing project into the current scene:
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
Any object or group of objects in the current project can be saved as a project, turning them into reusable assets.
Select the objects
Right-click and choose Create project from selection in the context menu
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
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
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
Libraries provide quick access to pre-configured assets and custom resources for more efficient project creation.
Design System allows the creation of a personalized collection of 2D and 3D assets.
Collection of ready-to-use materials + custom materials.
HDRI maps for environmental lighting.
Snapping enhances precision by automatically aligning objects and elements to specific points, grids, or surfaces. This ensures accurate placement, alignment, and transformation adjustments in both Design and Edit modes, making object manipulation more efficient and consistent.
Snapping can be toggled on and off using the S
hotkey.
In the Control bar, the magnet icon represents the snapping toggle:
Enabled – active snapping options will function
Disabled – no snapping will be applied
Specific snapping types can be individually activated or deactivated by clicking on their name. When active, they appear in purple.
Automatically aligns the camera to an orthogonal view when rotating.
Snaps objects to the scene grid.
Snaps to object mesh vertices (only works in Shaded display mode).
Defines a rotation increment for the Gizmo.
Snaps an object to the surface of another object, aligning it along the Z-axis.
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.
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.
To save a custom material in the library:
right-click on an object that uses the desired material
select Add Material to Library from the context menu
this action creates a project in your workspace, marked with an M
icon, indicating that it is a material asset
custom materials can be found in the Material library and edited by opening the associated project and making changes
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.
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
Edit Mode allows direct manipulation of an object's geometry, enabling polygonal modeling by working with vertices, edges, and faces.
There are three ways to switch to Edit mode:
Select an object and press Enter
Double-click on an object
Shift+2
Objects in Edit mode are displayed in Shaded display mode by default. This can be overridden using the Z
key to switch display modes.
Only one object can be edited at a time. Other objects remain visible in their Design mode appearance or can be displayed as semi-transparent by enabling X-ray Mode in the menu.
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.
A set of tools for selecting vertices, edges, or faces.
Create a separate mesh object within the scene.
Manually sketch new geometry.
Add basic geometric shapes such as boxes, spheres, and cylinders.
Extend geometry outward from a selected face or edge.
Smooth sharp edges by adding rounded transitions.
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.
The New Object tool adds a new object to the scene, which starts empty and requires manual geometry input.
Creating a new object from scratch – useful for modeling separate elements directly in Edit Mode.
Extracting part of an existing object – to detach geometry into a separate object:
select the desired part of the object
press Ctrl + X to cut it
create a New Object
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:
select the desired geometry
open the context menu by right-clicking
select Cut to New Object (Ctrl+Shift+X
)
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 - 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.
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.
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.
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.
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.
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.
The Invert Selection function allows quickly selecting all unselected elements while deselecting the currently selected ones.
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
The Draw tool enables the creation of geometry by sketching directly in the scene. It supports two modes: Draw Lines, for precise straight-line segments, and Hand Draw, for freehand shapes with post-processing options. All drawing takes place on a single plane to maintain consistent alignment.
Creates straight-line drawings by placing points, automatically connecting them with straight segments.
Enables freehand drawing with more organic shapes.
After drawing, a menu appears with options to refine the line:
Close the line
Smooth the curve
Remove sharp angles
Increase line detail
To fill the shape with geometry, select the line and press Ctrl+O
(Cap open boundaries)
To generate a filled shape, the line must be closed. Enabling snapping to End
ensures precise alignment of endpoints, making closure more accurate and efficient.