3D Scene
One node, but the heart of the 3D pipeline. scene3d collects every connected 3D node into a single render call and emits the result as a 2D texture that you can pipe into Post-FX or straight to the output.
The composer holds eight geometry slots (geo_1 through geo_8), four light slots, four particle slots and a camera slot. Wire the nodes you need into the slots; unconnected slots are simply skipped.
Without a connected camera, the renderer falls back to an arcball camera you can tumble inside the preview. Wire a camera3d in to lock the view down for playback.
Scene 3D
scene3d3DComposer node. Resolves up to 8 geometries, 4 lights, 4 particle systems and a camera into a single rendered 2D texture.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| geo_1 … geo_8 | geometry | , | , | Eight geometry input slots. |
| light_1 … light_4 | light | , | , | Four light input slots. |
| particles_1 … particles_4 | particles | , | , | Four particle-system slots. |
| camera | camera | , | , | Optional. Falls back to an internal arcball camera when unwired. |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| texture | texture | , | , |
Internally, scene3d drives a deferred PBR renderer with G-buffer pass, IBL using any connected hdri environment, optional SSAO, optional MetalFX upscaling and a post-process stack of bloom, tone-map, fog and depth-of-field.
Render settings
The composer holds the following on its inspector. They're plain fields on the node, there's no separate render-settings node:
exposure, linear stop multiplier applied before tone-mapping. Default 1.0.bloomEnabled,bloomThreshold,bloomIntensity, HDR bright-pass bloom. Threshold 1.0 means only values above white-point bloom.ssaoEnabled,ssaoRadius,ssaoIntensity, screen-space AO darkens contact points. Off by default.shadowBias, depth bias for the directional light's shadow map. Bump it up if you see shadow acne.fogEnabled,fogColor,fogDensity,fogStart, exponential distance fog.dofEnabled,dofFocalDistance,dofFocalRange,dofBlurStrength, depth-of-field bokeh blur.metalFXEnabled,metalFXScaleFactor, Apple MetalFX temporal upscaling. Off by default; turn on for 4K-ish quality at 1080p G-buffer cost.
Pipeline order
Each frame, in order: modifiers (noiseDisplace3d, twist3d, wave3d, instancer3d) run as compute passes against the source geometry buffers. Then the directional light's shadow map renders. Then the G-buffer pass writes albedo, normals, roughness, metallic, depth and emission. The lighting pass resolves all light_N inputs against the G-buffer. IBL samples the connected hdri if any. SSAO modulates ambient. Particles render forward over the result. Then post-process: bloom, fog, DOF, exposure and tone-map.
Outputs
The single texture output gives you a rendered 2D image at the composer's resolution (defaults to 1920×1080). Wire it into Post-FX, into a blend to composite over a 2D backdrop, or directly into syphonOutput to send live.
scene3d is optional. Geometry, light and camera nodes can also wire directly into the Root's geo_N / light_N / camera ports for the same effect, Root renders implicitly with the same pipeline. Use scene3d when you want the rendered result as a texture rather than the final canvas.