The orientation of the 3D object. This is similar to rotation, but is interpreted differently when animated using keyframes. Orientation animates along the nearest path between different poses, and is useful for posing an object or animating an object between poses. Orientation values can't go out of range, so you can't use orientation to "spin" an object (for that, use orientation without animation to pose the object, and animate Rotation to create the spin)Default: 0.000000,-0.000000,0.000000
The rotation of the 3D object. This is similar to orientation, but the X, Y and Z components are intpreted independently when animated and can go out of range. This makes rotation very handy for animating spinning motion, but not as convenient for creating arbitrary poses or animation between specific positions (for that, use Orientation).Default: 0, 0, 0
The width of the cube as a proportion of the layer height.Range: 0.01 to 10; Default: 1
The height of the cube as a proportion of the layer height.Range: 0.01 to 10; Default: 1
The depth of the cube (the size along the Z axis, away from the viewer, into the screen) as a proportion of the layer height.Range: 0.01 to 10; Default: 1
Controls cropping of the layer before it is used as a texture.
Values less than zero result in cropping of the layer, and values greater than zero add extra transparent space around the edges of the layer. Set this to zero for no cropping.
This is typically used to remove the transparent fringe or gap around layers that don't perfectly fill their bounding box, so that the layer tiles properly when used as a texture.Range: 0.01 to 2; Default: 1
The position of the shape in 3D space in proportional layer coordinates.Default: 0, 100, 600
A scaling factor to apply to the 3D shape after it has been projected onto the 2D layer. This makes the shape larger or smaller without affecting the perspective in 3D space.Range: 0 to 10; Default: 1
Controls how the surface of the 3D shape is shaded.
The brightness of the light source, used when Shading is set to Point Light or Directonal Light.Range: 0% to 200%; Default: 100%
Controls how shiny the surface is. Higher values make the surface appear more metallic.Range: 0 to 1; Default: 0.8
The amount of specular reflectivity in the shape's surface material. Use lower values for a matte finish, and higher values for smooth, glossy surfaces.Range: 1 to 150; Default: 30
The amount of ambient light in the environment. Ambient light is light that comes from all around, without a particular direction, and is useful for shapes in scenes with lots of soft, scattered light. Lower values result in less ambient light, for a harsher lighting effect and more pronounced shadows. Higher values result in less pronounced, weaker shadows.Range: 0 to 1; Default: 0.1
The color of the light source.Default:
The direction of the light source, used when Shading is set to Point Light or Directional Light.Default: 75, -75
The distance of the light source from the shape (not from the screen). Positive values place the light source in front of the shape; negative values place the light source behind the shape. This is only used when Shading is set to Point Light or Directonal Light.Range: -100 to 800; Default: 100
Adding Cube to a layer causes the layer to replaced with a faux-3D cube using the original layer as the surface texture of the cube. This is a simplified version of the Box effect, which offers a wider range of customization.
Note that although this effect produces a result that appears three dimensional visually, the actual output is still a normal 2D layer, which interacts with other layers and effects as a normal flat layer.
Applying an effect such as Flip Layer or placing a layer containing a further object in front of a layer containing a nearer object will not behave as you might expect if the results of this effect were actually three dimensional.
Due to limitations of the rendering algorithm used by this effect, the interior and back-facing parts of the 3D object are not rendered. This is not normally a problem because the back-facing and interior faces are not normally visible. However, if you use a texture with transparent parts, the results may not be as you expect, as only forward-facing external surfaces are rendered.
Tip: Distorted Textures
When the layer is used as a surface texture, it may be stretched to fit the 3D object being rendered, which can cause the texture to appear distorted.
To avoid this, either make the original layer square before applying this effect, or use the Width, Height, and Depth controls to alter the size of the box to match the aspect ratio of the layer.
- Cube-shaped Objects: Use this effect to render or animate cube-shaped objects such as dice or building blocks. Start with a layer that looks like a single face of the object, then apply this effect.