For the complete documentation index, see llms.txt. This page is also available as Markdown.

Build mode

Build mode – the art department where you construct the set, drop in props, and bring your own assets.

Build mode is the art department. Construct the set, drop in props, set the time of day, import the client's CAD asset, generate a 3D mesh from a reference image. Anything to do with what's in the scene happens here.

Locking down hero objects (start here)

  • Image reference: the single biggest lever for brand-true output. Attach a photo of the actual product, vehicle, character, or storefront to its 3D object. Two paths: through the Object Details panel, or through the AI Composer with a one-line natural-language prompt.

Working with objects

  • Asset library: over 5,000 greyboxing assets to drag in.

  • Working with objects: swap, recolor, lock, frame, delete.

  • Selection and grouping: marquee, parent attachments, the outliner.

  • Transform: position, rotate, scale, gizmo modes, smart snapping.

  • Object details: name, description, image reference, LoRA per object.

  • Scene Outliner: the panel that lists every object in the scene.

Building scenes

  • Environment: sun position, time of day, fog, terrain, grid.

  • Populators: procedural environment generators for cities, forests, crowds.

  • AI Composer: prompt for whole environments instead of dragging assets.

  • Sets: save grouped objects and reuse them across projects.

Bringing in your own content

  • Import your own models: GLB, GLTF, DAE, FBX, PLY, OBJ, STL, USD. Smart Import with scale-fix.

  • Image to scene and shot: start a project from a reference image.

  • Generate 3D Asset: text-to-mesh, image-to-mesh, multi-view-to-mesh.

  • LoRAs: upload a fine-tuned model for character or product consistency.

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