OptionalanchorWhere the view's origin sits, as a fraction of its size; see View3D#anchor
OptionalautoAnimation the model starts playing once built
true plays the file's first animation, and a string plays the animation with that label.
Ignored when the file has no animations.
OptionalautoMatch the renderer's screen size on every render, following it when the canvas resizes; see View3D#autoResize
OptionalautoWhether the model's player advances on Ticker.shared
Set it to false to call AnimationPlayer#update from your own loop.
OptionalbackgroundDrawn behind the scene: a cube map, a Hemisphere gradient, a plain colour, or null
for none; see View3D#background
OptionalcameraCamera to draw from, added to root when it has no parent; see View3D#camera
OptionalcastWhether the model's meshes cast shadows
OptionalcompositeDraw the scene into its own texture, then onto the screen, instead of straight to the screen
The view does this anyway while it has an enabled post effect, an enabled pass that
requires a scene output, or a View3D#resolution other
than its target's; View3D#resolution says when to set it yourself. On a canvas with
antialias the texture is multisampled too, unless a scene output's format rules that out; see
SceneOutput.
OptionalcullHow the view culls its meshes outside the camera's view; see CullMode
OptionalenvironmentLight from the surroundings: a cube map, a Hemisphere gradient, or null for none;
see View3D#environment
OptionalexposureBrightness multiplier applied before tone mapping; see View3D#exposure
OptionalfogDistance fog, left out for none; see View3D#fog
OptionalgraphBuilds the render graph for this view
Runs on the first render and again each time the view rebuilds its graph, such as after
View3D#passes is assigned, a pass's enabled flips, or View3D#unload. A rebuild
destroys the old graph and its passes, so make the passes inside the callback.
Leave it out to use createDefaultGraph3D; to add passes to that pipeline, use
View3DOptions#passes instead. For a different pipeline, start from
createDefaultGraph3D and append, or build a bare RenderGraph. Forward options
either way: it carries what every graph needs, and keeps passes, composite and
toneMapping working. A pass that uses a scene output the graph doesn't attach throws when the
view builds it.
OptionalheightHeight of the 3D viewport in pixels; see width
OptionallightAdd a DirectionalLight under the camera when the file brings no lights of its own
The light follows the camera, so it lights whatever the camera faces. Set to false to light
the scene yourself.
OptionalmaterialsMaterials the model draws instead of its source's, by label, by index or through a function
Left out, the model draws the source's materials, shared with every model built from it. A
function is called once for each source material, so meshes that shared one share its
replacement. Changing Model3D#materials later never destroys the materials given here,
even ones a function made, so destroy the ones you made when you're done with them.
destroy({ children: true, material: true }) destroys whatever the model's meshes draw at that
moment, these included.
OptionalpassesPasses and post effects for this view, the same as assigning View3D#passes later
OptionalreceiveWhether the model's meshes receive shadows
OptionalresolutionTexels per logical pixel the scene is drawn at, or 'inherit' for the target's; see
View3D#resolution
OptionalsceneName of the scene to build, one of the keys of Scene3DSource#scene
Left out, or a name the file doesn't have, it's the file's default scene, or its first when the file names no default.
OptionalshadowHow soft shadow edges are; see View3D#shadowFilter
OptionalshadowSize of the shadow maps; see View3D#shadowQuality
OptionaltoneTone mapping curve; see View3D#toneMapping
OptionalwidthWidth of the 3D viewport in pixels
Options for View3D.from: every View3DOptions field but
root, the Model3DOptions a model takes per instance, andlightExample
See
View3D.from For what the camera and light defaults do.