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Viewport navigation

VIZid Next ships two mouse-navigation profiles. Switch between them in Render ▸ Navigation. The active profile persists between sessions.

ProfileHow to orbitHow to panHow to dolly
Studio (direct) (default)Left-dragMiddle-dragRight-drag
Maya (Alt-navigation)Alt + Left-dragAlt + Middle-dragAlt + Right-drag

Mouse wheel zooms (dollies) in both profiles.

Selecting vs orbiting in Studio mode: a short left-click with no drag selects the object under the cursor; a drag that moves beyond the deadzone becomes an orbit and does not change the selection.

Studio profile extras:

  • Ctrl + left-drag — screen-moves the selected part (moves the part in the camera plane rather than orbiting).
  • Double-click — focuses a part: selects it and frames it in the viewport.

Padlocked cameras: a camera that has been locked in the Camera panel freezes drag navigation and the mouse wheel. Unlock the camera's padlock in the Camera panel, or switch to Free Cam, to navigate again.

Mouse settings: Edit ▸ Settings… ▸ Viewport / Gizmos ▸ Mouse configures click/drag threshold (default 3 px), left-drag direction and right-drag direction (Inverted option).

Framing​

Press F to frame the current selection, or to frame all geometry if nothing is selected.

Viewport controls​

The viewport shows overlay controls in two rails. One small button at the bottom-left (tooltip: Show/hide viewport controls — Ctrl+Alt+1) retracts and restores both rails; Ctrl+Alt+2 also works while the viewport has focus.

Top / view rail​

Controls run centred along the top edge and down the right edge.

Centred along the top edge (left to right):

CellWhen shownWhat it does
Look through camera camera namealwaysclick → Look through list: every saved camera and Free Cam; lit while looking through a saved camera
Composition format (e.g. 1920 × 1080)when the document has a composition formatclick → Composition format: 1920 × 1080 — 16:9 · 1080 × 1920 — 9:16 · 1080 × 1080 — Square · 1440 × 1080 — 4:3 · 2048 × 858 — Cinema · 3840 × 2160 — UHD
Overviewalwaystoggles the Overview work view (not a camera; never rendered); lit while on
Framealwaysframes the selection, or everything (F); right-click → Reset view
Pick Target… (Esc)a Spot or Area light is selectedarms the aim pick
More viewport controlsonly when the centred cells do not fitlists the folded cells by tooltip

Light samples per hit are set in Render Settings ▸ While Editing. To reset the view, right-click Frame and choose Reset view.

Down the right edge (top to bottom):

CellWhen shownWhat it does
Display mode (glyph shows the current mode)once the modes are availableclick cycles Ray-traced → Geometry → Performance → Shaded → Hybrid; right-click opens the full menu
Preview presetonce profiles are availableclick cycles While-Editing profiles; right-click lists them; the tooltip reads Preview: ‹name› — click to cycle; right-click to choose
GPU / CPUonly when a GPU is availableclick switches the render device
Denoisealwaysviewport denoise on/off

A right-edge cell that would run into the bottom edge is hidden. The preset button shows only its icon; the active profile name appears in its tooltip, not on the button.

Left / tools rail​

Runs down the left edge.

CellWhat it does
Select / Move / Rotate / Scale / Combined / DragThe six transform tools (Q / W / E / R / T / Y). Active tool is lit.
Snap (magnet)Toggle Snap to Increments. Right-click → snap settings (Move step, Angle step, Scale step, Precision divisor).
Orientation (glyph = current choice)Shows and changes the transform orientation. Click → Orientation: Global, Local, Normal, Gimbal, View. Hidden when the viewport is too short.
Pivot (glyph = current choice)Shows and changes the pivot point. Click → Pivot: Median Point, Individual Origins, Active Element, 3D Cursor. Hidden when the viewport is too short.
Texture / label transform groupShown while a texture or label transform is armed: Edit texture, Edit label, Move, Rotate, Scale, Place on surface, Reset mapping, the label scope letters A (All objects), L (Linked material) and S (Selected object), and Rotate backwards / Rotate forwards. A Transform target list appears only when the armed mode has more than one texture or label to choose from.
Light inspectorA small draggable chip showing the selected light's key values (shown bottom-left when a light is selected and View ▸ Light Inspector is on; can be moved by dragging it).

Bottom-right — Display Filters​

The Display Filters button (Display filters) opens a popup listing every viewport overlay. The popup stays open until you click outside it or press Esc.

Right-click extras on controls:

  • Right-click Frame → Reset view (snap back to the default 3/4 framing)
  • Right-click Snap → Snap settings (Move step, Angle step, Scale step, Precision divisor)
  • Right-click Drag → choose drag mode (Surface crawl or Surface placement (simple))

Display mode​

The display mode chip (right edge) cycles the viewport picture between Ray-traced → Geometry → Performance → Shaded → Hybrid. Click to cycle; the chip glyph and tooltip identify the current choice.

Render ▸ Display Mode is a separate setting: Normal (PBR) clears the four look toggles (Wireframe, Ghost / X-ray, AO Contact Shadows, Toon / Cel), which can be combined.

Display Rung​

Render ▸ Display Rung (also in the viewport right-click menu) selects which rendered picture occupies the viewport frame: Ray-traced, Geometry, Performance, Shaded or Hybrid, plus the engine policy. Use this when you want to inspect the geometry pass or the shaded pass without changing how the renderer operates.

Performance is a cheaper Shaded preview. It uses a smaller image and one anti-aliasing sample while retaining the scene’s materials and transparency. Its approximation notice lists the effects reduced for the current document. Switching back to Shaded restores the requested quality.

What the Shaded rung cannot do… lists the omissions and approximations for the current document. The submenu also lets you allow temporary Shaded preview during overload.

Display Filters​

The Display Filters button (bottom-right of the viewport) opens a popup with per-element display toggles. Click outside the popup or press Esc to close it. The same toggles are also in Render ▸ Display Filters.

The popup is titled Display Filters and notes Applies to this viewport only. Each overlay row has a switch and a depth list. You can change the depth (on top, ghosted or occluded) for Transform Gizmo, Light Gizmos, Camera Gizmos, 3D Cursor, Selection Outline and Hover Highlight. Other rows show their fixed setting greyed, and Composition Guides and Render Stats HUD show 2D. Preset buttons at the bottom: All Overlays, Animation Only, Clean — no overlays (none lit = custom). New viewports start with every overlay on except Composition Guides and Onion Skin.

GroupOverlay
AnimationMotion Paths; Path Keys (child of Motion Paths); Path Handles (child of Motion Paths); Path Timing (child of Motion Paths); Onion Skin
ManipulatorsTransform Gizmo; Light Gizmos; Camera Gizmos; Studio Pins; 3D Cursor
SelectionSelection Outline; Hover Highlight; Group Cage; Face-set Highlight
AnnotationNotes; Dimensions & Angles; Texture Projection; Label Placement
GuidesComposition Guides; Render Stats HUD

Standard views​

Jump to a named ortho-aligned angle using keyboard shortcuts:

KeyView
1Front
3Side
7Top
5Toggle orthographic / perspective

The Camera panel ▸ Framing ▸ Standard view list offers Front / Back / Left / Right / Top / Bottom / 3⁄4 View. These are disabled while Smart framing is on.

Render ▸ Standard Views (4) queues four render shots (front, side, top, three-quarter) at the current framing and then restores your working view. The status bar reads "Queued 4 standard views — press Render All". This is a render-queue action, not a navigation shortcut.

Render ▸ Reset View returns the viewport to the default 3/4 framing.

Output frame​

Render ▸ Output Frame dims the viewport outside the final render's aspect ratio. Nothing shows when the final height follows the viewport exactly.

Composition guides​

Camera panel ▸ View ▸ Guides: Off / Thirds / Center / Golden. This is a viewport display setting and is not saved per camera.

3D cursor​

Shift + right-click places the 3D cursor at the point under the pointer.

  • Edit ▸ Cursor → World Origin — move the cursor to the scene origin.
  • Edit ▸ Cursor → Selection — move the cursor to the centre of the selection.

Fullscreen​

F11 expands the viewport to fill the window. Press F11 again, or click the exit button at the bottom-left, to return.

While in fullscreen:

  • Camera selector — bottom-right corner.
  • Play / pause — bottom-centre (Space to toggle; Left / Right to step).
  • Cache fill progress bar appears above the play button while the playback cache is filling.
  • Orbit, pan and dolly work normally using the active navigation profile.
  • Selection, object dragging and other editing tools are suppressed.

The dock layout is preserved; returning restores all panels exactly.

Status bar​

The status bar runs across the bottom of the window. It has two zones.

Left zone (message line) — shows temporary messages from every operation in the app: selection counts, error details, measurement results, command confirmations. Any "status bar reads…" note in this guide refers to this area. It can be covered by transient application messages.

CellWhen visibleWhat it shows
Message lineAlwaysThe most recent status or result message from any operation.
RetryOnly when the live preview renderer has stopped after repeated failuresClick to restart the live preview renderer. Disappears when the first new frame arrives. The tooltip explains when and why to use it.

Right zone (permanent strip) — always visible; never covered by transient messages.

CellWhen visibleWhat it shows
Render progress barWhile a final render is runningCompletion percentage (0–100). Hidden when idle.
Save progress barWhile a background save is writingIndeterminate while the stage exports; fills while streaming to disk. Tooltip: "Saving the document in the background". Hidden when idle.
Interactive preview progressWhile the live renderer is refiningSample count or tile progress for the current kick. Hidden at idle.
Units: + pickerAlwaysThe document unit (mm / cm / m / inch / ft). This is the per-document unit: it controls real-world material sizes, dimension readouts and STEP import scale. Changing it rescales material sizes and re-renders at the new scale; geometry does not move. It is one undo step. Materials edited as nodes keep their old scale, and a warning names them (use Rebuild from Spec to rescale). Distinct from the Settings ▸ Units ▸ Default import unit preference, which sets the fallback only for files that carry no unit metadata.
● Renderer: stateAlways● Renderer: idle, ● Renderer: rendering (a final or queued render is running) or ⚠ Renderer: stalled (N strikes — breaker open). Green while rendering, amber when stalled and muted when idle.
VRAMAlwaysGPU 4.2 GB as reported by the renderer, or GPU — before it reports.
FPSAlways12 fps, or — when no frames are arriving.
JobWhile a batch renders or jobs are queued‹job name› · job 2/12 · ~41 min left while a batch renders (the time appears once measured); Queue: 3/12 when jobs are queued but none is rendering; empty otherwise.
Retry (flat button)Only when the breaker has trippedSame action as the left-zone Retry button; visible from anywhere in the app.
Project:AlwaysThe active client / brand project name, or "Project: —" when none is set. Click to open the Client Projects dialog (requires the asset backend; see Edit ▸ Projects…).