3D text
Text to Mesh
Triangulate font outlines into a native scene emitted through Scene Out. Set Text, Font family, Font size, Bold and Italic. Height controls the world-space height of a capital H, independently of the font’s pixel size; Center X centers the text horizontally. Position, Rotation and Scale place the result.
The geometry lies in the XY plane with its front facing +Z. It is flat, not extruded text. Font availability on the machine affects the outlines; ensure the intended font is installed when moving a score between computers.
Text to Mesh → Material Override → Scene Preprocessor → Render Pipeline
Use Material Override to color or texture the text and Scene Preprocessor to prepare it for a scene-aware renderer. The output is a scene, not a ready-to-display texture.
Text to Texture
Rasterize Text to an RGBA Output texture. Choose Font family, Font size, Bold and Italic, then set Canvas width/height. Text R/G/B/A and BG R/G/B/A control foreground and background colors; a zero background alpha leaves the background transparent.
H align is 0 left, 1 center or 2 right. V align is 0 top, 1 center or 2 bottom. The text is drawn within the canvas, so size the canvas to avoid clipping long labels.
Use the output as a shader input, overlay or material texture. Unlike Text to Mesh it remains a pixel image when enlarged, and it does not need Scene Preprocessor merely to display the texture.
See Instancing and materials for attaching the texture to a mesh and 3D scene pipeline for scene-versus-geometry workflows.