Paintapp has an integrated 3D environment that lives right alongside your 2D artwork. A 3D scene renders into your document as an ordinary layer, so you can composite it with paint, photos, text, and filters using the same tools you already know. Under the hood the 3D system shares Paintapp's node graph, its GPU renderer, and its color-managed pipeline — it is not a bolted-on viewer but a first-class part of the app.
Open a USD scene, or assemble one from scratch using 3D primitive nodes, lights, and materials.
The scene renders to a bitmap that stacks, blends, and masks like any other layer.
A fast real-time preview for editing, plus a GPU path tracer for reflections, refraction, and true shadows.
3D content is held by a 3D Stage. The stage is a node in the graph: it owns the scene (meshes, cameras, lights, materials) and renders it, through the active camera, into a 2D image. That image behaves like a normal layer — you can set its opacity and blend mode, put a mask on it, and stack 2D layers above and below it.
Because the stage is a node, 3D editing is non-destructive: moving an object, swapping a material, or re-aiming the camera simply re-renders the scene. If you are new to the graph, see Node-Based vs Layer-Based Editing, and browse the individual node pages under Nodes in the sidebar.
The primary interchange format is USD (Universal Scene Description), the scene
format used across film and animation pipelines. Paintapp reads
USDA (.usda, the human-readable text form) as a first-class format,
parsing its meshes, transforms, cameras, lights, and material inputs into a live scene.
| Format | Notes |
|---|---|
USD — .usda |
Universal Scene Description, ASCII text form. The recommended way to bring a full 3D scene into Paintapp. |
glTF Binary — .glb |
The common web/real-time 3D delivery format, with PBR materials. |
LightWave — .lwo, .lws |
LightWave objects and scenes. |
Cinema 4D — .c4d |
Cinema 4D scenes. |
Materials — .mtlx, .srf |
MaterialX graphs and LightWave surfaces, used to shade geometry. |
You do not need an imported model to work in 3D. Paintapp ships a set of 3D nodes you can add to the graph and combine. The built-in primitives generate parametric geometry — change a parameter and the mesh rebuilds.
| Node | Creates | Key parameters |
|---|---|---|
| 3D Box | A rectangular box. | Size X, Size Y, Size Z |
| 3D Sphere | A UV sphere. | Radius, Segments, Rings |
| 3D Cylinder | A cylinder, tube, or cone (set the top radius to 0 for a cone). | Top Radius, Bottom Radius, Height, Segments, Start Cap, End Cap |
| 3D Torus | A ring / donut. | Major Radius, Tube Radius, Segments, Tube Segments |
| 3D Plane | A flat, optionally subdivided plane. | Width, Height, Width Segments, Height Segments |
Alongside the primitives are a few nodes for placing and shaping content:
Surfaces are shaded with a physically based (PBR) metallic-roughness material — the same model used by glTF and modern game and film renderers. The main controls are:
| Property | What it controls |
|---|---|
| Base Color | The surface color, optionally driven by a texture map. |
| Metallic | Whether the surface behaves like metal (reflective, tinted highlights) or a dielectric (plastic, wood, skin). |
| Roughness | How polished or matte the surface is — low is mirror-like, high is diffuse. |
| Emissive | Light the surface emits itself; supports high-dynamic-range values so a surface can glow. |
| Normal / Occlusion maps | Add fine surface detail and baked contact shadowing without extra geometry. |
| Opacity & Alpha Mode | Opaque, cut-out (masked), or blended transparency. |
| Index of Refraction & Absorption | Glass and other transmissive materials — how light bends through the surface and how it is tinted on the way through. |
| Sides | Render the outside, the inside, or both faces of a surface. |
Ready-made presets are available — including Metal, Plastic, and Glass, plus solid colors — as starting points. For custom looks, a MaterialX shader graph can drive the surface, and its parameters update live as you adjust them. See MaterialX for the full node library and how it renders in the preview versus the path tracer.
Scenes are lit with USD-style lights. Each light has an intensity, a color, and an exposure control (each stop of exposure doubles the effective brightness, so you can balance lights the way a photographer would).
| Light | Represents | Notable parameter |
|---|---|---|
| Distant Light | A sun or other far-away directional source — parallel rays. | Angular size |
| Sphere Light | A point or small round area light, like a bulb. | Radius |
| Rect Light | A rectangular area light — a softbox or window. | Width, Height |
Lights can be narrowed with cone shaping for a spotlight effect, and point-type lights support distance falloff. When a scene has no lights of its own, Paintapp lights it with a default directional light plus ambient fill so it is never black.
You view the scene through a camera. Cameras support perspective projection (with a field of view derived from focal length and aperture, the way a real lens works) and, for scene cameras built in Paintapp, orthographic projection for technical / isometric looks. A file can carry several cameras, and you choose which one to look through.
The Camera Orbit tool navigates the view:
| Action | Result |
|---|---|
| Left-drag | Orbit around the pivot. |
| Right-drag | Dolly (move toward / away). |
| Middle-drag | Pan. |
| Hold Space | Temporarily orbit while any 3D tool is active. |
A Trackball option switches between turntable navigation (keeps the horizon level) and free trackball rotation, and you can choose to orbit around the whole Scene, the current Selection, or the world Origin.
A dedicated 3D tool group appears in the toolbox whenever you are working with a stage. Direct-manipulation tools use an on-canvas gizmo colored by axis — X red, Y green, Z blue.
Paintapp renders 3D two different ways, and they complement each other:
3D rendering is fully color-managed. Both the preview renderer and the path tracer compute light in scene-linear color (physically correct, high-dynamic-range), and the result is converted into your document's color space on the way to the screen — through the same ICC and OpenColorIO pipeline used for everything else in Paintapp. That means a 3D layer sits in the same color world as your photos and paint, and it respects your working space and display profile. See Color Management for details.