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3D

The 3D scene layer is real 3D inside a wallpaper: shapes and models lit by lights that cast shadows, with particles in the same space, seen through a camera that can circle slowly or lean towards the pointer. It's one layer, so it stacks with the rest of the scene like any other.

7 min readMotion

Try it: Lantern Sea (3D particles and lights), Jelly Bloom (an animated glTF model with clips), First Light (a model made in code, lit, with sparks).

Add a 3D scene

Click + in the Outliner's tab and add a 3D scene (it's under 3D). It starts with something to look at: a ground, a shiny sphere, a glowing ring, a cube, a sun, a green point light and some fireflies. Change them or take them out.

Pick the layer. Its settings on the right have three groups:

Distances are in metres, measured from the middle of the floor, and up is up.

What's in the scene

What's in the space is listed in the Outliner, under the 3D scene layer: its Camera, then each thing in it. Click one to pick it; its settings show under Objects and lights. The eye on a row hides it without taking it out, and the lock keeps its settings as they are. A model's row opens to show its parts, each with an eye of its own.

Right-click a row for Rename, Hide, Lock, Move up and Move down (the order only keeps the list tidy), Duplicate, Delete and Add to this scene…. Add, under Objects and lights, and the + on the layer's row in the Outliner offer:

A new one goes in after the one picked. To put one of the scene's particle systems in the space, drag it from Assets onto the layer: it has a place, how it Leans, an Amount and a Speed.

A scene holds up to 48 things, and up to 8 of them can be lights.

Shapes

Every shape has the same three groups of settings.

Place: Left and right, Up and down and Near and far in metres; Size; then Width, Height and Depth to stretch it, and Tilt, Turn and Roll to turn it.

Surface: what it's made of.

Motion: it moves on its own. Spin and Tumble turn it, Circle the middle sends it round the scene, Bob and Bob every float it up and down, and Moves to sound makes it grow with the bass and glow on the beat.

The Ground is a wide floor that Fades out at its edges, so it melts into what's behind instead of ending in a line.

Models

Add a Model… and Studio asks for the file straight away. It takes glTF (.glb or .gltf), FBX (.fbx), Collada (.dae), Wavefront (.obj), .ply and .stl files. A .glb is the easiest: one file with its textures inside. When you save, Studio copies the model into the scene's folder, so the scene carries it. A model file can be up to 256 MB, and its pictures are drawn at 4096 pixels across at most.

Under Model: File picks another file; Material is Its own (the colours and textures it came with) or These settings (the Surface settings, as for a shape); Sides is As its file says, Both or Far side. A model has the same Place, Surface and Motion as a shape. Its Size is how big it's drawn, in metres.

A model with animations has an Animation group:

Shapes sets a model's blend shapes: from Its clips, or These, eight sliders of your own. From the model uses Its camera or Its lights, when the file has them.

Lights

There are three, and a scene can have up to eight.

LightWhat it isPlaced by
SunLight from far away, all in one direction, like daylightComes from and Height in the sky
Point lightA bulb: light in every direction from one place, fading with distanceIts place, and Reach
SpotlightA cone of light from one place to anotherIts place, where it Points at, Cone and Hard centre

Every light has a Colour and a Brightness, and a spotlight a Reach too. Point lights and spotlights have Flicker, Circle the middle, Bob and Moves to sound (brightens with the bass, flashes on the beat); the sun has Goes round, to circle the scene slowly, and Moves to sound.

Under Light and air on the layer, Ambient light and Ambient amount fill in the shadows with light from nowhere in particular, so they aren't black.

Shadows

The sun and spotlights cast shadows unless you turn Casts shadows off; a point light casts them when you turn it on. Up to four lights cast shadows at once: the first four in the list that ask.

For each light that casts them:

A shape or model only throws a shadow when its own Casts shadows is on, and only shows one when Shows shadows is on.

Particles in the space

Add Particles to have snow, embers, fireflies, a galaxy swirl or sparks move in real depth among the shapes. Pick the Kind, then how they're Drawn as:

Then where they are (Left and right, Up and down, Near and far), Amount, Size, Speed, Life, Area, Gravity, Wind, Swirl, Drawn to the pointer and Moves to sound. Colours of my own lets you pick two colours instead of the kind's, and Cast shadows lets them throw shadows.

For particles you build module by module, use a Particle system layer with its Space set to 3D, or keep the system as an asset and drag it onto the 3D scene layer, to place it among the shapes.

The camera

The Camera group, on the layer:

Light and air

Physics and objects

Shapes in a 3D scene don't fall or collide by themselves. When you want things that tumble and bounce:

Keep it light

A 3D scene is one of the heavier layers. Shadows cost the most: fewer lights casting them, and lower Shadow detail, help first. Then fewer particles, and less Bloom. Performance has more. Every setting is in the reference: 3D scene, 3D particles and Physics.

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Last changed 2 November 2026. Something wrong here? Tell us.