Window

This window show the actual scene, and what will be rendered / output by Notch into other tools.

Top Bar

Label Description
Translation Switch to the translate gizmo.
Rotation Switch to the rotate gizmo.
Non-Uniform Scale Switch to the non-uniform scale gizmo, which scales the object axis by axis.
Uniform Scale Switch to the uniform scale gizmo, which scales all axis by the same amount.
Toggle Auto Key After an attribute is changed, it is automatically keyed to animate to that value at the current time.
Toggle Grid Turn the Viewport grid on and off.
Toggle Ranges Toggle whether range indicators are displayed in the Viewport.
Bounding Box Toggle whether the bounding box appears around selected nodes in the Viewport.
Toggle Drag Handles Toggle whether the Gizmo appears in the Viewport.

Camera Options

Label Description
Perspective Camera Default perspective camera in the scene.
Left Camera Default orthographic camera facing along the -X direction.
Top Camera Default orthographic camera facing along the -Y direction.
Front Camera Default orthographic camera facing along the -Z direction.
Orbit Camera Default camera that orbits around a movable point in the scene.
Various Scene Cameras Choose from the cameras added in the nodegraph. Order of cameras is decided based on when the cameras were added to the nodegraph.
Scene Playing Camera The highest priority camera in the scene, based on either the priority attribute in the camera or the Y / X position of the camera in the nodegraph.

Transformation Locks

Label Description
Lock Position X, Y, Z, or All Lock the currently selected nodes X, Y and Z position attributes, so they cannot be altered.
Lock Rotation X, Y, Z, or All Lock the currently selected nodes X, Y and Z rotation attributes, so they cannot be altered.
Lock Scale X, Y, Z, or All Lock the currently selected nodes X, Y and Z scale attributes, so they cannot be altered.

Camera Movement Controls

Label Description
Move Camera Horizontally Moves the camera along its local X axis in the scene.
Move Camera Vertically Moves the camera along its local Y axis in the scene.
Zoom Camera Moves the camera along its local Z axis in the scene.
Rotate Camera Yaw Rotates the camera along the Y axis. Does not function with the Orbit Camera.
Rotate Camera Pitch Rotates the camera along the X axis. Does not function with the Orbit Camera.
Rotate Camera Bank Rotates the camera along the Z axis.

Viewport Controls

Label Description
Zoom In Viewport Zooms into the Viewport video without re-scaling the render size.
Zoom Out Viewport Zooms out of the Viewport video without re-scaling the render size.
Restore Viewport Re-centres the Viewport and restores the Viewport to 1:1 pixel size.
Translate Viewport Move around the Viewport in the Viewport Frame.
Focus Camera On Node Changes the orbit camera’s rotations to focus on the currently selected node.
Key Description
1 Switch to the Perspective Camera.
2 Switch to the Left Camera.
3 Switch to the Top Camera.
4 Switch to the Below Camera.
5 Switch to the Orbit Camera.
6 – 9 Switch to user added cameras from the Nodegraph.
0 Current playing camera in the nodegraph.
E Translation
R Rotation
T Non-uniform Scale
Y Uniform Scale
Alt + G Turn the Viewport grid on and off.
Ctrl + Plus Zoom into the viewport.
Ctrl + Minus Zoom out of the vieewport.
Tab Change the gizmo mode, going forwards through translation, rotation, non-uniform scale and uniform scale.
Ctrl + Tab Toggle World or Local Gizmo movement.
Shift + Tab Change the gizmo mode, going backwards through translation, rotation, non-uniform scale and uniform scale.

Viewport Visual Options

Label Description
Viewport Guides Toggle visual guides that help with placing the camera and objects in the scene.
Viewport Shading Choose a way to shade the scene in the viewport.
  • Default, Scene is rendered with full lighting and colour options.
  • Alpha Channel, Only the alpha channel of the scene is rendered.
  • Normals, Scene is rendered with the normal colours place on the surfaces of all objects in the scene.
  • Materials Colours, Scene is rendered with the material colours of the objects, and lighting information is ignored.
  • Texture Coordinates, Scene is rendered with objects shaded based on their texture coordinates.
  • Material IDs, Scene is rendered with the objects coloured based on their material ID.
  • Object IDs, Scene is rendered with the objects coloured based on their Object ID.
  • Lit Multisamples, Renders the scene showing areas of the scene where MSAA was used.
  • Shader Cost, Estimates the cost of the shader used to render the objects in the scene and outputs them as a colour gradient.
  • Tangents, Scene is rendered with objects tangent vectors as colours.
  • Roughness, Scenes are coloured in greyscale based on each materials Roughness values.
  • Metallicness, Scenes are coloured in greyscale based on each materials Metallicness values.
  • Diffuse Illumination Map, The baked lightmaps and diffuse illumination channels of each object are rendered.
  • Normal Maps, Objects are coloured based on their Normal Maps, if any are in use.
  • Specular Colour, The specular colour channels of each object are rendered.
  • Motion Vectors, The motion vectors of each object are rendered, if Motion Blur or Temporal Antialiasing are enabled.
Wireframe Displays the objects in the scene as wireframe, where the edges are coloured their material colours.
Viewport Resolution Shading Re-scale the viewport render size.

Playback Controls

Label Description
Jump To Start Of Layer Jump the playhead to the beginning of the current layer.
Jump To Previous Key Jump the playhead to the selected attributes nearest key backwards.
Rewind One Second Jump the playhead one second backwards.
Rewind One Frame Jump the playhead one frame backwards.
Toggle Play Pause Toggle whether the scene is played forwards or backwards in time.
Forward One Frame Jump the playhead one frame forwards.
Forward One Second Jump the playhead one second forwards.
Jump To Next Key Jump the playhead to the selected attributes nearest key forwards.
Jump To The End Of Layer Jump the playhead to the end of the current layer.