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Toolbag Documentation (BETA)

Popular Searches: udim

Getting Started

23
  • Application Preferences
  • System Requirements
  • Keyboard Shortcuts
  • Supported File Types
    • Image/Video Formats
    • Toolbag Scene (.tbscene)
    • Universal Scene Description (.usd)
    • Marmoset Viewer (.mview)
    • glTF (.glTF)
    • Autodesk FBX (.fbx)
    • Wavefront OBJ (.obj)
    • Collada (.dae)
    • Alembic (.abc)
    • AutoCAD DXF (.dxf)
    • Stereolithography (.stl)
    • Polygon File (.ply)
  • Account & Licensing
    • Account Overview
    • Starting a Free Trial
    • Individual License Management
    • Studio License Management
    • Academic License Management
    • Offline Licensing
    • Access Order History
    • Manage Subscription Settings

Lighting & Rendering

5
  • Render Window
  • Lighting
  • Cameras
  • Shadow Catcher
  • Fog

Baking

8
  • Introduction to Baking
  • Baking Attributes
  • Map Types
  • Bake Groups
  • Cage Mesh
  • Tangent & Handedness
  • Projection Tools
  • Baking Tips & Tricks

Texturing

16
  • Introduction to Texture Projects
  • Input Maps
  • Project Maps
  • Export & Output Maps
  • Layering & Masking
    • Layers Window
    • Mask Stack
    • Blending Modes
  • Layer Types
    • Base Layers
    • Adjustment Layers
    • Processor Layers
    • Procedural Layers
    • Mask Layers
    • Carve Groups
    • Sync Points
    • Vector Layers
    • Decal Layers

User Interface

31
  • Workspaces
  • Global Texture Settings
  • Tool Settings
  • Selection Tools
  • Transform Tools
  • Light Controller Tool
  • Focus Tool
  • Color Picker
  • Viewports
  • Scene Window
  • History
  • Status Bar
  • Painting Tools
    • Painting Tools Overview
    • Paint/Erase
    • Flood Tool
    • Gradient Tool
    • Symmetry
    • Stencil
    • Clone Tool
    • Smudge Tool
    • Decal Tool
  • Library
    • Introduction to the Library
    • Brushes
    • Materials
    • Objects
    • Scenes
    • Skies
    • Smart Materials
    • Smart Masks
    • Textures
    • Sync a Shared Repository

Materials

49
  • Introduction to the Material Editor
  • Layers
    • Mask (Material Layers)
    • Vertex Color (Material Layers)
    • Height (Material Layers)
  • Texture
    • UV
    • UDIM
    • Triplanar
  • Displacement
    • Height
    • Vector
    • Parallax
  • Surface
    • Normals
    • Detail Normals
    • Bevel
  • Albedo
    • Albedo
    • Vertex Color (Albedo)
    • Albedo Gradient
  • Diffusion
    • Unlit
    • Lambertian
    • Microfiber
  • Transmission
    • Refraction
    • Subsurface Scattering
    • Volumetric Scattering
    • Thin Surface
  • Reflection
    • GGX
    • Glint
    • Anisotropic
    • Hair
  • Microsurface
    • Gloss
    • Roughness
    • Advanced Micro
  • Reflectivity
    • Specular
    • Advanced Metalness
    • Metalness
    • Reflective Index
  • Clearcoat Reflection
    • GGX
    • Anisotropic
    • Newton’s Rings
    • Hair
  • Clearcoat Microsurface
    • Gloss
    • Roughness
    • Advanced Micro
  • Clearcoat Reflectivity
    • Specular
    • Reflective Index
  • Emission
    • Emissive
    • Heat
    • Fluorescent
  • Occlusion
    • Occlusion
  • Transparency
    • Cutout
    • Dither

Animation

5
  • Intro to Animation Support
  • Keyframes Window
  • Timeline Window
  • Animation Sets
  • Turntable Animation

Python Integration

1
  • Scripting for Toolbag

Version History

29
  • Toolbag 5
    • Version 5.03
    • Version 5.02
    • Version 5.01
    • Version 5.00
  • Toolbag 4
    • Version 4.06
    • Version 4.05
    • Version 4.04
    • Version 4.03
    • Version 4.02
    • Version 4.01
    • Version 4.00
  • Toolbag 3 (legacy)
    • Version 3.08
    • Version 3.07
    • Version 3.06
    • Version 3.05
    • Version 3.04
    • Version 3.03
    • Version 3.02
    • Version 3.01
    • Version 3.0
  • Toolbag 2 (legacy)
    • Version 2.08
    • Version 2.07
    • Version 2.06
    • Version 2.05
    • Version 2.04
    • Version 2.03
    • Version 2.02
    • Version 2.01
    • Version 2.00
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Viewports

0:00 / 3:30

The Viewport is a 3D workspace that displays meshes, cameras, materials, lights, and animations. You will use it to stage objects in your scene, paint in 3D with texture and bake projects, and fine-tune camera views for final presentation.     

You can add, split, and detach docked viewport windows in any Workspace to work with multiple viewports simultaneously. Each viewport also contains options to cycle different camera views, change the render mode to display wireframe and untextured views, or show different render passes. 

Quick Select Active Camera #

The camera icon in the viewport opens the settings of the active viewport camera in the Scene hierarchy.

Active Camera Selection #

This menu allows you to swap through different camera objects and create new cameras quickly. You can also change the selected camera to a 2D canvas view, enable a perspective view, or change through the standard orthographic views.

SettingDescription
CamerasSelect one of the existing user-made cameras in the scene or create a new one.
LightsSwitches camera view to the point of view of a light object in the scene.
CanvasTexture Projects only – the 2D view of your mesh’s UV layout and its linked material.
PerspectiveChanges to perspective view. This usually has the same settings as the last selected custom camera.
TopOrthographic view from the +Y axis.
BottomOrthographic view from the -Y axis.
LeftOrthographic view from the +X axis.
RightOrthographic view from the -X axis.
FrontOrthographic view from the +Z axis.
BackOrthographic view from the -Z axis.

Render Modes #

Select a viewport render setting from this menu. You can change the render settings for each of the viewports independently.

SettingDescription
Full QualityRenders at full camera resolution with all render settings and shader modes supported.
Draft QualityRenders at half of the camera’s resolution and disables ray-traced features, raster screen space effects, and camera post effects.
GrayRenders in grayscale only. Similar to Untextured, but includes limited transparency support and normal map information to preserve geometric detail.
UntexturedDisables all material channels, ray-traced features, raster screen space effects, and camera post effects.
WireframeRenders wireframe display only, no lighting information or shading.
Render PassesPreviews a specific final render pass in the viewport.

Viewport Settings Toolbar #

The top right row of icons in the viewport provides actions to customize each viewport further.

Open Viewport Settings #

ResolutionSets the pixel density for the viewport display. Lower values usually improve performance. The “High DPI” option will render at native monitor resolution, which can be costly on high-resolution displays.
Upscaling ModeImproves performance by rendering the viewport at a reduced resolution and using AI to upscale the image. When set to On, upscaling is always running. When set to Auto, upscaling occurs only during scene interaction and deactivates when the viewport is stationary.
Note: Toolbag’s Upscaling is integrated using NVIDIA DLSS, a Windows machine with compatible RTX GPU is required.
Anti-aliasingAnti-aliasing reduces undersampling artifacts, such as jagged edges, at a modest performance cost.
WireframeEnables a display overlay of all polygon edges.
Wireframe StrengthControls the intensity of the wireframe effect.
Show Scale ReferenceEnables the display of a human reference image at the origin of the scene. If your scene objects don’t match a realistic scale compared to Scale Reference Teddy, check your Scene units.
Show GuidesDisplays GUI elements for objects such as cameras and lights.
Selection BehaviorDetermines the behavior of selection outlines, where they can either be disabled, fade in, or be on perpetually.
Independent CenterDetermines if a viewport camera’s position is independent or if it should be linked across multiple orthographic viewports. This setting does not apply to Perspective and user-created cameras.
Independent ScaleDetermines if a viewport camera’s zoom is independent or if it should be linked across multiple orthographic viewports. This setting does not apply to Perspective and user-created cameras.

Splitting Viewports #

SettingDescription
Split VerticalSplits the viewport vertically and creates a copy.
Split HorizontalSplits the viewport horizontally and creates a copy.
Remove ViewportDeletes the viewport.

Maximize & Detach Viewport Options #

SettingDescription
Maximize ViewportMaximizes a split viewport to cover the full viewport area of the application window. This does nothing if a workspace only has a single viewport.
Detach ViewportUndocks the viewport and creates a floating window.
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Updated on April 29, 2026
Color PickerScene Window
Table of Contents
  • Quick Select Active Camera
  • Active Camera Selection
  • Render Modes
  • Viewport Settings Toolbar
    • Open Viewport Settings
    • Splitting Viewports
    • Maximize & Detach Viewport Options

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