# 3D Scene Editor

Framo's 3D editor lets you import models, add primitives, light and texture a scene, frame a camera, and capture the result as a screenshot or ray-traced render.

## Add Object menu

Most scene content is added from one menu.

To open it: press **Shift+A**, or right-click in an empty part of the viewport. The menu groups everything under: Objects, Stage, Lights, Effects, and Add Viewpoint.

## Import & place 3D models

To import a model:
1. Open the Add Object menu (**Shift+A**) → **Objects** → **Add Model...**.
2. In the **Add Model** dialog choose a tab: **My Models** (your uploaded models), **3D Assets** (shared library), **Upload** (drop in a `.glb` file from your computer), or **Blender Bridge** (live connection to Blender).
3. Select or upload, then confirm. The model is placed in the scene and selected.

Models must be `.glb`. Delete a selected model with **Delete** / **Backspace**.

## Create primitives

To add a primitive: Add Object menu → **Objects**, then pick **Cube**, **Sphere**, **Cylinder**, **Plane**, **Torus**, or **Cone**. The new primitive is selected automatically.

To duplicate a selected primitive: press **Shift+D**.

You can also add an image as a flat plane: Add Object menu → **Objects** → **Image as Plane**, then pick an image. (See the image library for sourcing images.)

## Selecting objects

A selection mode controls what a click picks. Switch modes from the selection dropdown in the top toolbar, or by keyboard:
- **V** — select the whole (root) object.
- **VV** (double-tap V) — select a part.
- **VG** (V then G) — select a group.
- **M** — select by material (picks the clicked mesh's material).

Visibility shortcuts (Blender-style):
- **H** — hide selected objects
- **Shift+H** — hide everything *except* the selection
- **Alt+H** — show all objects

## Transform objects (move / rotate / scale)

Select an object, then use the top toolbar buttons (**Move**, **Rotate**, **Scale**) or keyboard:
- **T** — Move / translate tool (press again to clear an axis lock)
- **R** — Rotate tool
- **S** — Scale tool
- **G** — grab/move (Blender-style)

While transforming, lock to an axis with **X**, **Y**, or **Z** (only works when an object is selected and a transform tool is active). Press **Escape** to cancel an axis-locked transform.

Rotate and Scale are not available for lights.

## Materials

Materials are managed in the **Scene** tab's materials sub-panel (left sidebar). Each material is **Standard** or **Physical** — switch with the material-type selector. Physical adds properties like clearcoat, transmission, sheen, iridescence, anisotropy, and IOR on top of the standard color/roughness/metalness set, plus their texture maps.

To apply a saved material from the **Material Library**: double-click a library material to apply it to the current selection.

To delete a material: select it and press **Delete**. If it's assigned to meshes you'll be asked to confirm.

## Lighting rig

Add lights from the Add Object menu → **Lights**: **Spot Light**, **Rectangle Light**, **Directional Light**, **Point Light**, **Ambient Light**, **Hemisphere Light**.

Light **Presets** (also under **Lights**) replace your current lights with a full rig:
- **Three-Point Classic** — Key + Fill + Rim
- **Rembrandt** — dramatic cinematic
- **Studio Product** — soft even lighting

Lights can be linked to specific meshes (light linking) from the light's controls. Delete a selected light with **Delete**.

## Stage: environment, shadows, floor, fog, backdrop

Add these from the Add Object menu → **Stage** (each can exist once):
- **HDRI** — image-based environment lighting (see below).
- **Backdrop** — a background image behind the scene.
- **Fog** — distance fog.
- **Simple Shadows** — fast contact shadows under objects.
- **Complex Shadows** — accumulated/soft ground shadows (higher quality).
- **Reflective Floor** — a mirror-like reflector floor.
- **World** — world/background settings.

## HDRI & environment

After adding **HDRI** from the Stage menu, open its controls to choose the environment. You can:
- **Select an HDRI** from the picker (**Select HDRI Environment** dialog) — search, filter by **My HDRIs** / favorites, and select.
- **Upload HDRI** — bring in your own `.hdr`.
- **Generate** an HDRI with AI from the HDRI generator.

The HDRI both lights the scene and can serve as the visible background. (The environment image can also be reused as a backdrop/world.)

## Worlds (3D world generation)

Generate explorable 3D worlds with World Labs (powered by Marble). Worlds are stored as GLB splats with their generation prompt and metadata.

To add a world to your scene: Add Object menu → **Stage** → **World**. A **World** controller panel opens in the left sidebar.

### Library vs Generate tabs

The World controller has two tabs:

- **Library** — Browse your saved worlds (your generated worlds plus admin system assets). Click the thumbnail to open the picker, or clear the current world with **Clear World**. Generated worlds display their caption and original prompt. If available, a **View in Marble** link opens the world in the Marble viewer.
- **Generate** — Create a new world with AI using one of five input modes.

### Input modes

Choose how the AI generates your world:

- **Text** — Describe the environment. Example: "a sunlit Japanese garden with stone lanterns, koi pond, and cherry blossoms at golden hour."
- **Single Image** — Upload a reference photo to expand into a full 360-degree panorama. The AI infers surrounding environment based on content, perspective, and lighting.
- **Pano** — Provide an existing equirectangular (360-degree) panoramic image. The AI enhances and refines it into a seamless world environment.
- **Multi Image** — Add up to 8 reference images from different angles (first 4 slots pre-labeled Front/Right/Back/Left). The AI reconstructs a 3D scene from them, filling gaps automatically.
- **Video** — Paste a video URL. The AI extracts and generates a world from video frames.

### Quality modes

- **Draft** — Fast generation with lower credits cost, ideal for quick previews and iteration.
- **High Quality** — Higher-resolution panoramas with better detail and consistency (requires Pro plan).

### How worlds appear in the scene

Once generated and applied, a World object:

- Loads as a GLB splat file stored in your project
- Can be positioned, rotated, and scaled like any object
- Can serve as an environment map (enabling **Use as Environment** switch) to light the scene and appear as the background
- Has optional **Depth of Field** controls (focal distance, aperture size)
- Generates with a **Capture Point** offset for precise environment lighting placement

Generated worlds are also automatically saved to your HDRI library for reuse as environment lighting on other scenes.

## Camera control & navigation

Drag to orbit, and use scroll to dolly/zoom; panning and orbit limits, auto-rotate, and damping are configurable in the camera controls. Useful shortcuts:
- **F** — focus the camera on the selected object
- **Ctrl+R** — reset the camera to its default view

Adjust field of view from the **FOV** control in the right-side toolbar.

## Viewpoints (camera keyframes)

Save and recall camera positions from the **Viewpoints** list in the left sidebar.

To save the current view: Add Object menu → **Add Viewpoint** (or the **+** in the Viewpoints list, "Add Current View"). You can also auto-generate a ring of viewpoints around the subject — **360°** or **180°** with 10/20/30 views — for turntable-style coverage. Each viewpoint stores position, target, FOV, duration, and a transition (linear / easeInOut / easeIn / easeOut), and viewpoints can be batch-rendered via the Auto Render dialog.

## View modes

The right-side toolbar's **view mode** button switches the viewport shading: **Lit**, **Wireframe**, **Normals**, **UV Checker**, **Clay**. (Disabled while ray tracing.)

## Realtime vs Ray Tracing render

The top toolbar has a render-mode toggle: **Realtime** (interactive) and **Ray Tracing** (path-traced, physically accurate lighting and reflections). Switch to **Ray Tracing** to accumulate a high-quality image; transform tools and view modes are disabled while it renders, and progress is shown by the render indicator.

## Post-processing effects

Add effects from the Add Object menu → **Effects**: **Bloom**, **Ambient Occlusion**, **Screen Space Reflections**, **Vignette**, **Chromatic Aberration**, **Hue Saturation**, **Brightness Contrast**, **Tonemapping**, **Noise**, **Pixelation**, **Dot Screen**, **Glitch**, **Sepia**, **Autofocus**.

Effect **Presets** stack several at once:
- **Performance** — Vignette only
- **Balanced** — Bloom + Vignette
- **High Quality** — Bloom + Ambient Occlusion + Vignette
- **Cinematic** — Bloom + Vignette + Chromatic Aberration + Tonemapping

Each effect can be selected and tuned in the left sidebar, and removed with **Delete**.

## Screenshot & render output

Open the **Screenshot** settings from the right-side toolbar (aperture icon). There you can:
1. Toggle **Preview Area** to show a dashed overlay of exactly what will be captured.
2. Pick an aspect ratio (**1:1 / 16:9 / 9:16**) and a resolution preset (HD up to 8K, plus social-media sizes), or set custom **W**/**H** and a **Quality** multiplier (1–3×).
3. Choose **Download** (save to your computer) and/or **Save to Cloud** (into your project's image library).
4. Click **Screenshot** to capture the current viewport.

Captures include the background image/backdrop and the 3D canvas. Press **Escape** to close the capture preview. (Saved screenshots land in your image library for reuse, e.g. as references for AI generation.)

To turn the live scene into a polished AI render instead of a raw capture, use the **Enhance** category in the chat bar — see [Chat bar: generating images](/docs/product/chat-image-gen).

## Other shortcuts

- **Tab** — toggle both sidebars
- **1** — Scene tab, **2** — AI tab
- **Ctrl+Z** — Undo, **Ctrl+Y** — Redo
- **Ctrl+S** — Save project
- **Escape** — clear selection / cancel
