Interface

Camera controls

Orbit and zoom the virtual camera of 3D displays directly on the stage.

Displays rendered in 3D own a virtual camera. With camera control enabled, the stage becomes that camera's viewfinder: orbit around the scene, adjust the distance, and frame the shot exactly how you want it exported.

Which displays have a camera#

Three built-in displays provide cameras and appear under the 3D category of the Add display menu:

  • Geometry
  • Tunnel
  • Mesh grid

Installed plugins can declare a camera too; they show up alongside the built-ins once registered.

Use camera controls#

  1. Select a 3D display in the Layers panel.
  2. Select Camera control above the canvas.
  3. Interact with the stage:
GestureAction
Drag left/rightRotate around the scene (Azimuth)
Drag up/downTilt toward the top or bottom limits (Polar)
Mouse wheelMove closer or farther away (Distance)

The cursor switches to a grab hand over the canvas while the mode is active. Built-in 3D displays also show a small axis helper; camera-enabled plugins orbit without that gizmo.

Esc always ends camera mode. Selecting a scene, effect, disabled layer, or a display without a camera also ends it. Selecting another enabled camera display keeps the tool on. Enabling layer transform turns camera mode off — the two direct-manipulation tools never run together.

Camera values in Controls#

Every adjustment writes back to the display's properties, where the Controls panel exposes them in the Camera group:

ControlRangeDefault
Azimuth−π to π radiansπ/4
Polarjust under ±π/2 radiansπ/6
Distance0 – 5000Auto

The Controls panel shows these as radians, not degrees. Polar stops just short of straight overhead and underneath so the view never flips through the poles. A distance of zero means automatic framing: the camera fits the whole stage height based on its field of view. Enter a value or drag until it looks right to take manual control.

Because these are ordinary numeric properties, they can be bound to reactors — sweep the azimuth slowly with a low-frequency band, pull the camera in on volume spikes, or let MIDI notes jump between angles.

The same Control card groups everything else that shapes the 3D look: a three-light rig with shadows under Lighting, and focus falloff under Depth of Field. Both start off but stack naturally with camera framing when enabled.