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Update intro to 3D images, document preview light
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skyace65 committed Mar 10, 2024
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47 changes: 27 additions & 20 deletions tutorials/3d/introduction_to_3d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -24,11 +24,7 @@ Node3D node
Following this reasoning, the 3D engine uses the :ref:`Node3D <class_Node3D>`
node for everything 3D.

.. note:: Be aware that "Spatial" Nodes are now called "Node3D"
starting with Godot 4. 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
Expand All @@ -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
~~~~~~~~~~
Expand Down Expand Up @@ -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
-----------------
Expand Down Expand Up @@ -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:

Expand Down Expand Up @@ -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

preview environment and light
-----------------------------

By default, any 3D scene that doesn't have a :ref:`WorldEnvironment <class_WorldEnvironment>`
node, or a :ref:`DirectionalLight3D <class_DirectionalLight3D>`, will have
a preview turned on for what it's missing to light the scene.

Default environment
-------------------
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.

When created from the Project Manager, the 3D environment has a default sky.
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.png
.. image:: img/tuto_3d8.webp

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 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
-------
Expand All @@ -239,7 +246,7 @@ displayed unless a :ref:`Camera3D <class_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
Expand Down

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