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@@ -24,11 +24,7 @@ Node3D node
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Following this reasoning, the 3D engine uses the :ref:`Node3D <class_Node3D>`
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node for everything 3D.
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-.. note:: Be aware that "Spatial" Nodes are now called "Node3D"
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- starting with Godot 4. Any Godot 3.x references to "Spatial"
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- Nodes refer to "Node3D" in Godot 4.
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-
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-.. image:: img/tuto_3d1.png
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+.. image:: img/tuto_3d1.webp
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Node3Ds have a local transform, which is relative to the parent
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node (as long as the parent node is also of **or inherits from** the type
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@@ -37,7 +33,7 @@ Node3D). This transform can be accessed as a 4×3
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members representing location, Euler rotation (X, Y and Z angles) and
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scale.
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-.. image:: img/tuto_3d2.png
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+.. image:: img/tuto_3d2.webp
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3D content
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~~~~~~~~~~
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@@ -117,14 +113,14 @@ Editing 3D scenes is done in the 3D tab. This tab can be selected
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manually, but it will be automatically enabled when a Node3D node is
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selected.
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-.. image:: img/tuto_3d3.png
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+.. image:: img/tuto_3d3.webp
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Default 3D scene navigation controls are similar to Blender (aiming to
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have some sort of consistency in the free software pipeline..), but
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options are included to customize mouse buttons and behavior to be
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similar to other tools in the Editor Settings:
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-.. image:: img/tuto_3d4.png
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+.. image:: img/tuto_3d4.webp
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Coordinate system
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-----------------
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@@ -167,7 +163,7 @@ respectively. This convention applies to the grid and other gizmos too
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(and also to the shader language, ordering of components for
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Vector3, Color, etc.).
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-.. image:: img/tuto_3d5.png
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+.. image:: img/tuto_3d5.webp
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Some useful keybindings:
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@@ -210,26 +206,37 @@ View menu
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The view options are controlled by the "View" menu in the viewport's toolbar.
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-.. image:: img/tuto_3d6.png
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+.. image:: img/tuto_3d6.webp
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You can hide the gizmos in the 3D view of the editor through this menu:
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-.. image:: img/tuto_3d6_1.png
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+.. image:: img/tuto_3d6_1.webp
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To hide a specific type of gizmos, you can toggle them off in the "View" menu.
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-.. image:: img/tuto_3d6_2.png
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+.. image:: img/tuto_3d6_2.webp
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+
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+preview environment and light
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+-----------------------------
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+
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+By default, any 3D scene that doesn't have a :ref:`WorldEnvironment <class_WorldEnvironment>`
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+node, or a :ref:`DirectionalLight3D <class_DirectionalLight3D>`, will have
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+a preview turned on for what it's missing to light the scene.
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-Default environment
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--------------------
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+The preview light and environment will only be visible in the scene while
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+in the editor. If you run the scene or export the project they will not
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+affect the scene.
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-When created from the Project Manager, the 3D environment has a default sky.
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+The preview light and environment can be turned on or off from the top menu
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+by clicking on their respective icon, and the 3 dots dropdown menu next to
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+those icons can be used to adjust the properties of the preview environment
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+and light.
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-.. image:: img/tuto_3d8.png
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+.. image:: img/tuto_3d8.webp
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-Given how physically-based rendering works, it is advised to always try to
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-work with a default environment in order to provide indirect and reflected
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-light to your objects.
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+The same preview sun and environment is used for every scene in the same project,
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+So only make adjustments that would apply to all of the scenes you will need a preview
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+light and environment for.
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Cameras
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-------
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@@ -239,7 +246,7 @@ displayed unless a :ref:`Camera3D <class_Camera3D>` is
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also added to the scene. Cameras can work in either orthogonal or
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perspective projections:
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-.. image:: img/tuto_3d10.png
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+.. image:: img/tuto_3d10.webp
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Cameras are associated with (and only display to) a parent or grandparent
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viewport. Since the root of the scene tree is a viewport, cameras will
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