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3D Scene, Lighting & Materials

The 3D tab: Quality, the mode look and Reset look, camera and camera moves, build-up, object colour, material, coatings and textures, country flags, background, platform, mirror, lighting, shadows, tone and cinematic effects, and scene audio.

How the 3D Tab Works

The 3D tab appears when a 3D mode is loaded. It controls the whole 3D stage: camera, objects, lights, backdrop, floor, finishing effects and the impact note. Every group in it needs Pro, Elite and Agency. Anyone can pick a 3D mode, watch it and export it. Modes still in development show their settings locked until the mode ships.

At the top is Quality, then the mode's own look, then six groups: Camera & Motion, Objects, Lighting & Shadows, Scene & Platform, Effects & Grade and Audio. Groups and sections only show when the current mode uses them.

Every 3D mode starts with its own tuned look. The first row names it; its info icon explains why the mode looks that way. Change any control and that section becomes yours while the rest keeps the mode's look. Reset look (shown once you have changed something) brings the whole look back. Switching modes never overwrites your own settings.

Quality

One click sets how crisp shadows, reflections, contact shading and edges are. Your export uses this too. It never turns features on or off, and never changes how many objects a mode places.

LevelWhat it sets
LowFastest: low shadow and mirror resolution, fastest contact shading, no antialiasing, standard preview sharpness.
MediumBalanced for most machines.
HighCrisp shadows and reflections.
UltraSharpest, and heaviest on the graphics card.
CustomWhere you land after hand-tuning a quality control. Keeps exactly what was on screen.

Camera & Motion

Where the camera sits, the move it makes, and how the scene escalates.

ControlWhat it doesRange / default
Camera DistanceHow far the camera sits from the scene.150 to 2000. Default 1250
Camera HeightHow high it sits. Low is dramatic, high looks down on the scene.0 to 1000. Default 560
Field of ViewLens width in degrees. 20 to 30 is telephoto; 70 to 90 exaggerates perspective.20 to 90. Default 45
Look HeightMoves the camera and its aim up or down together, without tilting.-400 to 400. Default 0
Auto RotateSlowly orbits the camera around the scene.Off
Rotate Speed (°/s)Auto Rotate on: orbit speed. Negative reverses.-60 to 60. Default 8
Camera Angle (°)Auto Rotate off: the fixed viewing angle.-180 to 180. Default 45
Animate HeightHeight Sweep: rises over the scene and settles back, on a loop.Off
Lowest Height / Highest HeightThe two ends of the sweep.0 to 1000. Defaults 320 and 900
Round Trip (seconds)Time for one full up-and-down.2 to 120. Default 20
Sweep CurveSmooth, Constant Speed or Hold At Both Ends.Smooth
Keep The FramingArcs in as it rises so the scene never changes size.On
Build Up Over TimeBuild-Up: the simulation itself escalates as the clip runs.On
Build IntensityHow much bigger it gets at the peak.0 to 1.5. Default 0.7
Seconds To PeakHow long the climb takes, then it holds.4 to 120. Default 32
SurgesPulses riding on the climb.0 to 12. Default 3

Technical parameters

  • Camera Moves appears only in modes that make a move of their own on top of the shared camera, such as following a falling chain or framing a whole board. Its switches and sliders are specific to that mode and explained by their info icons.

Tip

  • Set Seconds To Peak close to your clip length so the peak lands at the end.

Objects: Color, Material, Coatings, Texture and Flags

These controls restyle every ball, cube, grain and particle in the scene at once.

ControlWhat it doesRange / default
Color OverrideOff (the mode's own colours), Tint, Gradient (remap onto Color A to B), Solid, Rainbow.Off
Color A / Tint Color / Object ColorThe override colour, or the start of the gradient.Default #38bdf8
Color B (gradient end)Gradient only.Default #f472b6
Hue Rotation (°) / Hue Cycle Speed (°/s)Rainbow only: where it starts, and how fast it drifts.0 to 360 (0) / -180 to 180 (0)
SaturationColour intensity. 0 is greyscale.0 to 2. Default 1
GlowMakes objects emit light. Feeds bloom when Cinematic Effects is on.0 to 2. Default 0.15
MetalnessHow much the surface reflects its surroundings.0 to 1. Default 0.05
RoughnessHow blurred reflections are.0 to 1. Default 0.42
Surface FinishSmooth, Brushed Metal, Satin, Frosted, Stone, Swirl Polish, Worn Metal, Hammered.Smooth
Roughness VariationGives each object a slightly different polish.0 to 0.3. Default 0
Clearcoat / Clearcoat SoftnessA glossy shell over the colour, like candy or car paint.0 to 1 (0) / 0 to 1 (0.06)
Iridescence / Iridescence FilmSoap-bubble shimmer, and which colours it throws.0 to 1 (0) / 1 to 2.33 (1.3)
Real Glass, Glass Frost, RefractionGlass Container section, only in modes that have a glass container: the container really refracts what is inside. Costs an extra render pass.Off; 0 to 1 (0.05); 1 to 2.5 (1.5)
Object Texture / Texture TilingWraps one of your uploaded images around every object.None; 0.25 to 8 (1)
Identity SkinOff or Country Flags: skins objects with flags so viewers pick a side.Off
How Many Countries / Countries (in order) / Flag StrengthFlags only. Type two-letter codes such as IN, BR, JP, DE, or leave blank for a random set.2 to 64 (24) / text / 0 to 1 (1)

Tip

  • Metal only looks like chrome when Studio Reflections is on (Lighting & Shadows) and Roughness is low.

Lighting & Shadows

The key light is the main light and the only one that casts shadows. The fill light opens up the shadow side. Ambient and Sky light fill everything gently. Studio Reflections is an invisible light box the objects reflect.

ControlWhat it doesRange / default
Key Light / Key Light ColorStrength and colour of the main light.0 to 3 (0.9) / white
Light Angle (°) / Light Height (°)Direction of the key light. This also moves the shadows.0 to 360 (34) / -90 to 90 (55)
Light Follows CameraKeeps the key on the viewer's side as the camera orbits.Off
Fill Light / Fill Light ColorStrength and colour of the fill lamp.0 to 3 (0.7) / warm #ffddaa
Fill Angle (°) / Fill Height (°) / Fill DistanceWhere the fill lamp stands. Closer is much brighter.0 to 360 (0) / -90 to 90 (90) / 20 to 2000 (200)
Fill Follows CameraKeeps the fill on the viewer's side.Off
AmbientFlat light from every direction.0 to 2. Default 0.55
Sky Light Strength / Sky Color / Bounce ColorA soft dome light: sky colour from above, bounce from below.0 to 3 (0) / #bfd9ff / #2a2118
Studio ReflectionsThe invisible light box that metal and gloss reflect.On
Light StudioClassic Room, Softbox Studio, Ring Light, Chrome Strips, Neon Duo (uses Color A and B), Noir.Classic Room
Light Studio Rotation (°) / Tilt (°)Turns and tilts the light box, walking highlights across the objects.0 to 360 (0) / -90 to 90 (0)
Reflection StrengthHow strongly the light box lights and reflects.0 to 3. Default 1
Cast ShadowsReal shadows from the key light. Costs an extra render pass.Off
Shadow QualityLow 512px, Medium 1024px, High 2048px, Ultra 4096px.Medium
Shadow Strength / Shadow ColorPast 1, shadows go darker than the lighting allows, towards Shadow Color.0 to 2 (0.75) / black
Softness0 is a sharp edge, 12 a wide soft edge.0 to 12. Default 3
Height FalloffShadows fade as objects lift away from the floor.0 to 1. Default 0.6
Focus RangeTightens the shadow around the subject for more detail.0.25 to 2. Default 1
Shadow BiasOnly change it if you see stripes or floating shadows.-0.005 to 0.005. Default -0.0004

Tip

  • A slightly warm key with a cool fill or sky colour stops a render looking flat and grey.
  • For a crisper shadow, lower Focus Range before raising Shadow Quality.

Scene & Platform

The backdrop, the floor the scene stands on, and its reflection.

ControlWhat it doesRange / default
Background TypeSolid Color, Gradient (top to bottom), Image Backdrop, or Environment (image that also lights the scene and shows in reflections).Solid Color
Background Color / Gradient Top / Gradient BottomBackdrop colours.#15262d / #050507
Background Image / Background BlurImage types only: one of your uploaded images, and how soft it is.0 to 1. Default 0
Show PlatformThe floor slab under the scene. Hiding it also turns the mirror off.On
Platform Color / Platform OpacityFloor colour and how solid it is.#33353a / 0 to 1 (1)
Platform Texture / Platform TilingTiles one of your uploaded images across the floor.None / 0.5 to 24 (4)
Custom Platform MaterialGives the floor the same finish controls as objects: Platform Metalness, Roughness, Glow, Finish, Finish Tiling, Clearcoat, Iridescence.Off
ReflectionsObjects mirror in the platform. Costs an extra render pass.Off
Mirror QualityLow (quarter resolution), Medium (third), High (half), Ultra (full).High
Reflection Amount / Frost / Angle Fade / Mirror TintHow strong, how blurred, how much it fades head-on, and its tint.0 to 1 (0.55) / 0 to 16 (0) / 0 to 1 (0) / white
Invisible Reflective Ground / How Far It ReachesContinues the reflection past the platform edge, like a product shot.Off / 1.2 to 12 (4)

Technical parameters

  • Wave 3D adds a Sphere Field Surface section here: Match Platform To Layout (off), Steel Floor Under Base (on) and Floor Color (#171b21).
  • Uploaded images come from the same library as Ball Studio's Custom Image. If the list is empty, upload an image there first.

Effects & Grade

The finishing pass on the final image, plus preview performance.

ControlWhat it doesRange / default
AntialiasingSmoother edges, slightly heavier. Applies on the next scene reload.On
Preview SharpnessAuto (sharpen when there is headroom), Standard (fastest), Sharp (1.5x pixels), Maximum (full screen resolution). Exports always render at full resolution.Auto
Object LimitThe most objects a mode may place. Lowering it is the fastest rescue for a struggling machine.2,000 to 80,000. Default 20,000
Tone MappingCinematic (ACES), Neutral, AgX or Raw.Cinematic (ACES)
ExposureOverall brightness of the finished frame.0.2 to 3. Default 1
Cinematic EffectsOff (fastest), Basic (bloom, smooth edges, vignette), Full (adds contact shading, heaviest).Off
Bloom / Bloom ThresholdHow much bright areas glow, and how bright a pixel must be to glow.0 to 2 (0.7) / 0 to 1 (0.9)
Contact Shading / Shading Radius / Shading QualityFull only: soft darkening where objects touch.0 to 8 (2.5) / 8 to 64 (24) / Performance to Ultra (Medium)
VignetteDarkens the frame edges.0 to 1. Default 0.25
Lens FringeA subtle colour split at the frame edges.0 to 5. Default 0

Tip

  • Raise Exposure rather than every light when the whole scene is simply too dark.

Audio (Scene Audio)

The note that plays on every impact in a 3D mode.

ControlWhat it doesRange / default
Sound ModeAscending Notes (a climbing scale), Selected Song (the next note of a song per impact), or Silent (no sound at all, including the mode's own sounds).Ascending Notes
Scale25 scales and chords, from Pentatonic (always pleasant) to Chromatic.Pentatonic
Climb PatternUp, Down, Up & Down, Down & Up, Skip Up, Staircase, Random.Up
Root Note (MIDI)The starting note. 48 is C3.24 to 84. Default 48
Climb Length (notes)Steps before the climb resets.3 to 40. Default 15
Song / MelodySelected Song only: which song to step through.
Note VolumeLevel of the impact note, separate from the background track.0 to 2. Default 1

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