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