JOS JOS Compositor

3D

The 3D viewport and the Outliner

The 3D viewport

Click the 3D button on the viewer bar, or press Tab over the viewer, to switch the viewer to 3D; the same again brings you back to 2D. The 2D viewer's Guides, Pause, Fit and 100% buttons are hidden while the 3D view shows.

What it shows: a root Scene (a Scene that no other Scene takes) and everything in it. The scene list on the viewer bar picks it:

A comp whose objects aren't in any Scene shows them all together.

Pick the style in Edit > Preferences > Interface > 3D navigation.

Maya (default) Blender
Orbit Alt + left drag Middle drag
Pan Alt + middle drag (or middle drag) Shift + middle drag
Zoom Alt + right drag, wheel Ctrl + middle drag, wheel
Frame the selection (nothing selected: everything) F F
Frame everything A Home

View presets: Alt+1 looks through a camera (the selected one, else the last one you looked through, else the first) and, pressed again, goes back to the free perspective view; Alt+2 top, Alt+3 front, Alt+4 right, Alt+5 bottom, Alt+6 back, Alt+7 left. The numeric keypad works too: 1 front (Ctrl+1 back), 3 right (Ctrl+3 left), 7 top (Ctrl+7 bottom), 5 switches between perspective and orthographic. The side views draw a grid in their own plane.

3D up axis sets the up axis to use when a file doesn't state one: Y (Maya, Houdini) or Z (Blender). Choosing a navigation style sets the matching axis, and a change applies at once. A new CameraTracker takes it as its up axis.

Cameras

The camera list on the viewer bar has Perspective, then every Camera3D, FocalFinder and CameraTracker, and New camera last: it makes a Camera3D seeing what the view sees.

Creating objects

A new object goes into the shown root Scene, on the ground where the view looks (a light above it, a camera seeing what the view sees), beside its Scene in the graph, selected, in one undo step.

Selecting and moving things

Maya keys Blender keys Tool
Q Select
W (default) G Move
E R Rotate
R S Scale

With Blender's keys, G, R and S start the move at once, following the mouse; A selects everything and Alt+A nothing.

The viewport also draws camera frustums with their names, light icons, CameraTracker points, point clouds, splats and volumes, over a ground grid that fades towards the view's edges. Holdouts are cut out of the picture.

Here a box is selected with the Move tool: its handles show its three axes, the centre square and the plane squares. The Outliner beside the view lists the same scene:

The 3D viewport: a box wearing a brick-red material with its move handles (red, green and blue arrows, a centre square), a blue sphere, and the frustum of a camera named ShotCam over the ground grid; the toolbar shows Move lit. On the right, the Outliner: the Scene Shot holding Box (with its material Brick), Ball, ShotCam and the light Key, each with an eye, and the Materials section listing Brick on Box

The Outliner

Window > Outliner opens a tab next to Properties. It shows the tree of the scene shown in the 3D viewport, with a search field:

Selecting a row selects its node in the graph and in the 3D view, and the other way round: the graph, the 3D view and the Outliner share one selection.

Organising the scene

Every change is one undo step. Things that can't follow a move into a group keep their place and the status bar says why: animated settings, a ReadUSD, or a camera or light under a scaled group.

Prim settings

Column What it does
Visible (the eye) Shows or hides the prim. For a JOS object, it turns its node on or off.
Casts / Receives Shadow settings, written for other renderers (JOS's own renders don't use them yet).
Holdout Cuts the prim out of colour and alpha in RenderScene and the viewport, while it still hides what's behind it.
Purpose Right-click: default, render, proxy, guide, or the file's own.

Object settings

A 3D object's settings, in Properties and inside the node alike, come in sections you can fold:

The selection also feeds the Add and Remove buttons of a Light3D's linking lists, and the Material panel's Assign to selection.

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