Navigating
How to move the camera around your model and switch what the viewport shows.
Camera controls
Use these in the 3D viewport:
| Action | Control |
|---|---|
| Orbit | Alt + left-drag |
| Pan | Middle-mouse drag |
| Zoom | Right-drag (or the mouse wheel) |
These are the camera gestures only. Brush gestures (size, hardness, smooth intensity, eyedropper) and the rest of the input gestures live in the Reference › Keyboard shortcuts & gestures — that page is the single source of truth.
View modes
A strip of tabs along the top of the viewport switches what it shows — handy for inspecting individual outputs while you paint. Click a tab, or use its shortcut key:
- Shaded (
`) — the lit material, all channels combined. The default. - Flat — the unlit Base Color, no lighting.
- Per channel — one tab per channel in the active set (Base Color, Roughness, Normal, …); each has its own key, so you see exactly what you're painting into.
- Mask (
M) — the active layer's mask in isolation. - Final Normal — the combined normal that gets exported (baked + painted Normal + Height).
Once you've baked, a second row of tabs appears with each baked mesh map — Position, World Normal, Curvature, AO, Thickness, Normal, and Material ID — to view it on the model (see Baking).
Lighting & display
The Light / Environment panel controls how the model is lit and displayed in the viewport. These are display settings — they affect what you see, not the textures you export, and they aren't part of undo.
Exposure
Exposure brightens or darkens the whole view, measured in EV stops (−8 to +8, default 0). It's applied before tonemapping, so it behaves like a camera's exposure dial rather than a simple brightness slider.
Directional lights
There are three directional lights — Key, Fill, and Rim. Each has its own checkbox to enable/disable it, plus:
| Control | What it does |
|---|---|
| Azimuth | Dial — the light's compass direction around the model. |
| Elevation | Slider, −90° to +90° — how high or low the light sits. |
| Intensity | Slider, 0 to 10 — the light's strength. |
| Color | Swatch — opens a colour picker for the light's tint. |
Ambient
A hemispheric ambient term fills the unlit areas with a soft gradient. Set a Top colour (the sky) and a Bottom colour (the ground) with the two swatches; the surface blends between them by how much it faces up or down. Strength (0 to 2) scales the whole ambient contribution.
Background & tonemapping
The Background swatch sets the viewport's clear colour. The view is tonemapped with a fixed ACES curve (after exposure) to keep highlights from clipping harshly — this isn't an adjustable control, just how the lit result is displayed.
Reset to Defaults restores the entire lighting rig to its original look.