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3D Graphics Examples

Build a moving sculpture, turn sound into a point field, or perform the camera and lighting of an imported scene. These examples focus on small techniques you can change and reuse, from a single textured primitive to a layered environment.

For a first patch, start with 3D meshes below: its built-in shape needs no asset download and makes geometry, texture and rotation easy to distinguish. Choose GPU point trail to draw movement through time, or Comparing native render pipelines to explore how shading changes the character of a model.

Two rendering approaches appear here. Native processes let geometry, cameras, lights and effects travel through score’s graph. Geometry Loader supplies meshes to Model Display; Asset Loader imports scenes for Render Pipeline. Procedural generators such as Structure Synth provide shapes without a model file.

Qt Quick 3D scripts instead host a separate Qt scene inside a JavaScript/QML process. Choose those examples when you want to work in QML; they need the corresponding desktop Qt modules and do not use native scene ports. Check 3D file formats when choosing an import path, and read each example’s setup note for compute-shader, package or display requirements.

Meshes, arrays and materials

Start with a shape, then decide whether to change its construction, its surface or its movement. The array examples expose individual positions; the material and deformation examples leave the underlying source easier to recognise.

Points, simulation and volumes

Use points for trails and swarms, and volumes when the interior of a field matters as much as its surface. Begin with the procedural sources before substituting your own images, sound or captured assets.

Native scene pipeline

Choose these when the camera, lighting or arrangement of imported objects is part of the performance. Start with the rendering comparison and camera blending patches, then move on to instancing and depth effects.

Qt Quick 3D scripts

These examples keep the 3D scene in QML while exchanging textures and control values with score. Start with the texture inlet before adapting a larger imported scene.


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