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authorLeena Miettinen <riitta-leena.miettinen@qt.io>2020-01-16 16:30:39 +0100
committerLeena Miettinen <riitta-leena.miettinen@qt.io>2020-01-20 13:54:38 +0000
commit4a971127ac06fc81bc503085264ec8fecaa95bc3 (patch)
treeaa744fcc2591b14040c9be570c12e02b700dcb3f /doc/qtdesignstudio/src/qtquick3d-editor
parent11b7074170c0e2278dd8fed60cd789b5846eee81 (diff)
Doc: Add Qt Design Studio Manual sources
To build the manual, switch to qtcreator\doc\qtdesignstudiodoc, run qmake, and then "make docs". The example documentation does not get built with this change. We need to decide whether to move the examples or fetch their docs from the other repository. Task-number: QDS-1487 Change-Id: Ic0a8c15b226eba8ac90686953568f3deaa000fb0 Reviewed-by: Eike Ziller <eike.ziller@qt.io> Reviewed-by: Tim Jenssen <tim.jenssen@qt.io>
Diffstat (limited to 'doc/qtdesignstudio/src/qtquick3d-editor')
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/exporting-3d/exporting-from-maya.qdoc57
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc113
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-components.qdoc76
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-design-mode.qdoc88
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc176
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-lights.qdoc165
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc229
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-model.qdoc77
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-node.qdoc82
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-scene-environment.qdoc156
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc111
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-view.qdoc54
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d.qdoc67
13 files changed, 1451 insertions, 0 deletions
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/exporting-3d/exporting-from-maya.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/exporting-3d/exporting-from-maya.qdoc
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+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page exporting-from-maya.html
+ \previouspage qtbridge-sketch-using.html
+ \nextpage creator-quick-tour.html
+
+ \title Exporting from Maya
+
+ You can export graphics from Maya in the FBX format. The necessary plugin is
+ usually enabled by default, but you can check that in the plugin manager.
+
+ To export graphics from Maya:
+
+ \list 1
+ \li Select \uicontrol Window > \uicontrol Settings/Preferences >
+ \uicontrol {Plug-in Manager} and check that the fbxmaya.mll
+ plugin is enabled.
+ \li Select \uicontrol File > \uicontrol {Export All}.
+ \image maya-export-options.png "Export options in Maya"
+ \li In the \uicontrol {File name} field, enter a name for the export
+ file.
+ \li In the \uicontrol {Files of type} field, select
+ \uicontrol {FBX export}.
+ \li In \uicontrol Presets > \uicontrol {Current Preset}, select
+ \uicontrol {Autodesk Media & Entertainment}.
+ \li In \uicontrol Geometry > \uicontrol {Convert NURBS surface to},
+ select \uicontrol {Interactive Display Mesh}.
+ \li To export files, select \uicontrol {Export All}.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc
new file mode 100644
index 0000000000..0c33b4bc20
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-camera.qdoc
@@ -0,0 +1,113 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-camera.html
+ \previouspage studio-3d-lights.html
+ \nextpage studio-3d-scene-environment.html
+
+ \title Using Scene Camera
+
+ A camera is always necessary to view the content of a 3D scene. A camera
+ defines how to project the content of a 3D scene into a 2D coordinate space,
+ which can then be used on a 2D surface. When a camera is present in the
+ scene, it can be used to direct what is displayed in a 3D view.
+
+ You can use the following 3D QML types to determine camera projection:
+
+ \list
+ \li \l{PerspectiveCamera}{Camera Perspective} - is the standard camera
+ type, which uses field of view and near and far clip planes to
+ specify the projection.
+ \li \l{OrthographicCamera}{Camera Orthographic} - renders all contents
+ with no perspective. It is ideal for rendering 2D elements, because
+ your images are guaranteed to be the right size on the screen, and
+ you can use the z position of components to bring them closer to or
+ take them farther from the camera (\e z-sorting) with no
+ foreshortening artifacts.
+ \li \l{FrustumCamera}{Camera Frustum} - enables finer grain control of
+ how the frustum is defined, by setting the number of degrees between
+ the top and bottom or left and right edges of the camera frustum.
+ This is useful when creating asymmetrical frustums.
+ \li \l{CustomCamera}{Camera Custom} - provides full control over how
+ the projection matrix is created.
+ \endlist
+
+ You can position the camera in the scene and set the direction it is facing.
+ The default direction of the camera is such that the forward vector is
+ looking up the +z axis, and the up direction vector is up the +y axis. You
+ can apply transforms to the camera and its parent types to define
+ exactly where your camera is located and in which direction it is facing.
+
+ The second part of determining the projection of the camera is defining the
+ field of view (\e frustum) of the camera that defines which parts of the
+ scene are visible, as well as how they are visible.
+
+ You can edit the camera properties in the \uicontrol Properties view.
+
+ \section1 Setting Camera Field of View
+
+ The camera frustum can be obtained by taking a frustum (that is, a
+ truncation with parallel planes) of the cone of vision that a camera or eye
+ would have to the rectangular viewports typically used in computer graphics.
+ The shape of the cone depends on the camera lens that is being simulated.
+ Typically, it is a rectangular pyramid with the top cut off.
+
+ The planes that cut the frustum perpendicular to the viewing direction are
+ called the \e {near plane} and the \e {far plane}. Components in front of
+ the near plane or behind the far plane are not drawn.
+
+ The \uicontrol {Clip near} and \uicontrol {Clip far} properties determine
+ the position of the near plane and the far plane. We recommend that
+ you place the near and far planes as close to each other as possible to
+ optimize depth accuracy. Components are clipped at pixel level instead of
+ element level. This means that a model crossing a plane may be only
+ partially rendered.
+
+ The \uicontrol {Field of view} (FOV) property specifies the number of
+ degrees between the edges of the camera frustum. The larger the value,
+ the stronger the sense of 3D in your scene. By default, the
+ \uicontrol {FOV orientation} property is set to use the vertical FOV.
+ This value is the number of degrees between the top and bottom edges
+ of the camera frustum.
+
+ The horizontal FOV determines the number of degrees between the left and
+ right edges of the camera frustum. It is automatically calculated based on
+ the aspect ratio of the scene when the FOV orientation is set to vertical.
+ You can set the orientation to horizontal to translate FOV values from
+ graphics tools such as Maya and Blender, which use horizontal FOV by
+ default.
+
+ The default values are intended to cause anything within the view
+ of the camera to be rendered. Aside from special clipping effects, you
+ may need to adjust these values to more closely contain your content for
+ better results with ambient occlusion or with effects that use the depth
+ buffer of the camera, such as the \e {depth of field} effect.
+
+ \note Orthographic cameras don't have the FOV property.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-components.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-components.qdoc
new file mode 100644
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--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-components.qdoc
@@ -0,0 +1,76 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-components.html
+ \previouspage studio-3d-view.html
+ \nextpage studio-3d-node.html
+
+ \title Using 3D Components
+
+ To add 3D components to the scene, drag and drop a them from
+ \uicontrol Library > \uicontrol {QML Types} > \uicontrol {Qt Quick 3D} to
+ the scene or to a 3D view in the \uicontrol Navigator.
+
+ To edit 3D components, select the component in the 3D editor or in the
+ \uicontrol Navigator and set its properties in the \uicontrol Properties
+ view.
+
+ \list
+ \li \l {Setting Node Properties}
+
+ You can set the opacity, visibility, and transform properties
+ of all 3D components.
+ \li \l {Adding Models}
+
+ You can use the model component to load static mesh data from
+ storage or one of the built-in primitive types: cube, cone,
+ cylinder, rectangle, or sphere. You can attach materials to
+ meshes and sub-meshes.
+ \li \l {Using Materials and Shaders}
+
+ You can use materials and shaders to define how object surfaces
+ are rendered in a scene and during live preview.
+ \li \l {Attaching Textures to Materials}
+
+ You can use a Texture component to specify an image and how it is
+ mapped to meshes in a 3D scene. Texture components can use image
+ data either from a file or a Qt Quick QML type.
+ \li \l{Using Lights}
+
+ You can use several light types as the source of lighting in a
+ scene and set their properties.
+ \li \l {Using Scene Camera}
+
+ To project a 3D scene to a 2D viewport, it is necessary to view
+ the scene from a camera. You can select the camera type and set
+ its properties.
+ \li \l {Setting Scene Environment}
+
+ You can use the SceneEnvironment type to specify how the scene is
+ rendered globally.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-design-mode.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-design-mode.qdoc
new file mode 100644
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--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-design-mode.qdoc
@@ -0,0 +1,88 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-3d.html
+ \page studio-3d-design-mode.html
+ \nextpage studio-3d-editor.html
+
+ \title Editing 3D Assets in Design Mode
+
+ \QDS opens QML files that contain 3D scenes in the Design mode and the
+ scenes in the 3D editor. You can add imported 3D assets as resources
+ to projects and edit them to create scenes and states, as well as the
+ transitions between them.
+
+ \image studio-editing-3d-scenes.png "3D assets in Design mode"
+
+ To edit 3D scenes in the Design mode:
+
+ \list
+ \li \uicontrol {3D Editor} (1) is the working area where you create the
+ scene, position the model, light and camera, as well as move and
+ scale items.
+ \li \uicontrol {3D View} (2) is where you see the scene projected by the
+ camera.
+ \li The sidebars contain views where you can select QML types to use in
+ the scene, specify properties for them, and view them in a tree
+ structure, as well as to create connections and browse projects and
+ files. You can select the content of the sidebars in the sidebar
+ menu:
+ \list
+ \li \uicontrol {Library} (3) displays the building blocks that you
+ can use to create scenes: predefined Qt Quick 3D Components,
+ Qt Quick Controls, your own 3D assets that you import to the
+ project, and other resources. For more information, see
+ \l {Adding 3D Views}.
+ \li \uicontrol {Navigator} (4) displays the items in the current QML
+ file as a tree structure. For more information, see
+ \l {Managing Item Hierarchy}.
+ \li \uicontrol {Properties} (5) organizes the properties of the
+ selected item. You can change the properties also in the
+ \uicontrol {Text Editor}. For more information, see
+ \l {Specifying Item Properties}.
+ \li \uicontrol Connections enables you to create connections
+ between objects, signals, and object properties. For more
+ information, see \l{Adding Connections}.
+ \li \uicontrol {File System} shows all files in the currently
+ selected directory. For more information, see
+ \l{Viewing the File System}.
+ \li \uicontrol {Open Documents} shows currently open files.
+ \li \uicontrol {Projects} shows a list of projects open in the
+ current session. For more information, see
+ \l{Viewing Project Files}.
+ \endlist
+ \li \uicontrol {States} displays the different states of the
+ item. QML states typically describe user interface configurations,
+ such as the UI controls, their properties and behavior and the
+ available actions. For more information, see \l{Adding States}.
+ \li \uicontrol Timeline (6) provides a timeline and keyframe based
+ editor that enables you to animate the properties of components.
+ \endlist
+
+ To close the 3D editor, select \uicontrol 2D in the list on the toolbar (7).
+ To reopen it, select \uicontrol {2D/3D}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc
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+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-3d-design-mode.html
+ \page studio-3d-editor.html
+ \nextpage studio-3d-view.html
+
+ \title Working in the 3D Editor
+
+ To project a 3D scene to a 2D viewport, it is necessary to view the scene
+ from a \l{Using Scene Camera}{camera}. Select the \uicontrol {Toggle
+ Perspective/Orthographic Projection} button (1) on the 3D editor toolbar to
+ switch between a \e {perspective camera} and an \e {orthographic camera}.
+ A perspective camera uses field of view and near and far clip planes to
+ specify the projection, whereas an orthographic camera can be thought of
+ as a 2D camera. Both of them are free-form cameras that you can use to
+ orbit around the scene.
+
+ When you import 3D scenes from files that you exported from 3D graphics
+ tools, you also import the camera, light, model, and materials. If your
+ scene did not contain them, you can add the corresponding Qt Quick 3D
+ types from the \uicontrol Library.
+
+ You can use the manipulator mode toolbar buttons (2) to show the move, rotate,
+ or scale manipulator in the rendered scene when an item is selected and
+ to determine what happens when you drag the selected item. Select the
+ \uicontrol {Toggle Local/Global Orientation} button (3) to determine whether
+ the manipulators affect only the local transforms of the item or whether
+ they transform with respect to the global space.
+
+ \image studio-3d-editor.png "3D Editor"
+
+ For example, in local orientation mode, selecting an unrotated cube inside
+ a rotated group in the move mode shows rotated axes. Dragging on the red
+ arrow of the move manipulator affects only the x position of the item.
+
+ In global mode, the manipulators always transform with respect to the global
+ space. In the example above, switching to global mode will show the red
+ arrow for the move manipulator aligned with the screen (assuming an
+ unrotated camera). Dragging on the red arrow may affect two or three of the
+ position values for the selected item in order to move it in global space.
+
+ \section1 Controlling the Edit View Camera
+
+ You can add 3D camera types to the scene to project the view you see in
+ the View3D type in the application. While editing scenes, you can use
+ a separate \e {edit view camera} (4) to project the scene to the 3D edit
+ view in the Design mode.
+
+ You can navigate the scene by rotating, panning, and zooming the edit view
+ camera.
+
+ To zoom, use the mouse wheel or press \key Alt and right-click anywhere in
+ the rendered view to zoom the view in or out as you drag up or down.
+
+ To pan, press \key Alt and use the middle mouse button to click anywhere in
+ the rendered view to slide the view around.
+
+ To orbit, press \key Alt and click anywhere in the rendered view to rotate
+ the view.
+
+ To scale the edit view camera and to focus it on the selected items, select
+ \uicontrol {Fit Selected} button or press \key F.
+
+ The world axis helper (5) shows the direction of the world axes in respect
+ to the edit view camera. To point the camera at the currently selected
+ component in the direction of an axis, click the axis. If no component
+ is selected, the camera is pointed at the world origin. This does not
+ affect the camera zoom level.
+
+ For more information about using the cameras in the scene, the available
+ 3D camera types, and their properties, see \l{Using Scene Camera}.
+
+ \section1 Selecting Items
+
+ To move, rotate, or scale items in the scene, you need to select them first.
+ The selection mode buttons determine how items are selected when you click
+ them in the 3D editor.
+
+ \list
+ \li In the \inlineimage item_selection_selected.png
+ (\uicontrol {Select Item}) mode, a single item is selected.
+ \li In the \inlineimage group_selection_selected.png
+ (\uicontrol {Select Group}) mode, the top level parent of the item
+ is selected. This enables you to move, rotate, or scale a group of
+ items.
+ \endlist
+
+ To toggle the selection mode, press \key Q.
+
+ \section1 Moving Items
+
+ \image studio-3d-editor-move.png "3D editor in move mode"
+
+ You can move items in relation to their coordinate system, along the x, y,
+ or z view axis or on the top, bottom, left, and right clip planes of the
+ render camera.
+
+ To move items, select \inlineimage move_selected.png
+ or press \key W.
+
+ To move items along an axis, click the axis and drag the item along the
+ axis.
+
+ To move items on a plane, select the plane handle and drag the item on
+ the plane.
+
+ To move an item freely in the editor, select the handle at the center of
+ the item.
+
+ \section1 Rotating Items
+
+ You can rotate items around the view axes of the camera.
+
+ \image studio-3d-editor-rotate.png "3D editor in rotate mode"
+
+ To rotate items, select \inlineimage rotate_selected.png
+ or press \key E.
+
+ To rotate an item around an axis, select the axis and drag in the direction
+ you want to rotate the item in.
+
+ To freely rotate the item, select the gray circle.
+
+ \section1 Scaling Items
+
+ \image studio-3d-editor-scale.png "3D editor in scale mode"
+
+ To scale items, select \inlineimage scale_selected.png
+ or press \key R.
+
+ You can use the scale handles to adjust the local x, y, or z scale of an
+ item. You can ajust the scale across one, two, or three axes, depending
+ on the handle.
+
+ To adjust the scale across one axis, select the scale handle attached to
+ the axis. To uniformly scale an item across all axes, select the handle
+ at the center of the item.
+
+ To adjust the scale across a plane, select the plane handle and drag the
+ item on the plane.
+
+ \section1 Using Edit View Light
+
+ You use 3D light types to light the models in the scene. While editing
+ scenes, you can use a separate \e {edit view light} to illuminate the
+ portions of the scene that the scene lights do not hit. To switch the edit
+ view light on and off, select the \uicontrol {Toggle Edit Light} button (6).
+
+ For more information about the available scene light types and their
+ properties, see \l{Using Lights}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-lights.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-lights.qdoc
new file mode 100644
index 0000000000..a247785f03
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-lights.qdoc
@@ -0,0 +1,165 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-lights.html
+ \previouspage studio-3d-texture.html
+ \nextpage studio-3d-camera.html
+
+ \title Using Lights
+
+ Light components are the primary source of lighting in a \QDS scene.
+ As a secondary light source, you can use \l{Using Image-based Lighting}
+ {image-based lighting}.
+
+ By default, all imported scenes are created with one directional light.
+ You can use the following \l{Qt Quick 3D} components to add lights:
+
+ \list
+ \li \l{DirectionalLight}{Light Directional}
+ \li \l{PointLight}{Light Point}
+ \li \l{AreaLight}{Light Area}
+ \endlist
+
+ \note Each additional light negatively effects the rendering performance
+ of your scene. Keep scenes as simple as possible and use lights sparingly.
+ Use a \l{SceneEnvironment}{Scene Environment} component to apply image-based
+ lighting that can produce soft and subtle lighting.
+
+ You can edit light properties in the \uicontrol Properties view. The
+ \uicontrol Scope property specifies which node, with it's children,
+ is illuminated by a light.
+
+ Set the \uicontrol {Color} property to specify the color applied to models
+ illuminated by a light. Set the \uicontrol {Ambient color} property to
+ specify the ambient color applied to materials before being illuminated by
+ the light.
+
+ You can animate light properties in the \uicontrol Timeline view.
+
+ \section1 Directional Light
+
+ A directional light emits light in one direction from a unidentifiable
+ source located infinitely far away. This is similar to sunlight.
+
+ \image studio-3d-directional-light.png "Models lit by a dirctional light"
+
+ If the \uicontrol {Casts shadow} property is enabled, shadows are positioned
+ parallel to the light direction. A directional light has infinite range and
+ does not diminish.
+
+ Moving a directional light does not have any effect. The light will always
+ be emitted in the direction of the light's z axis. Rotating the light along
+ its x or y axis will change the direction in which the light is emitted.
+
+ Scaling a directional light will only have an effect in the following cases:
+
+ \list
+ \li If the z scale is set to a negative number, the light will be
+ emitted in the opposite direction.
+ \li If the scale of any axis is set to 0, the light will be emitted
+ along the world's z axis. Rotating the light has no effect.
+ \endlist
+
+ \section1 Point Light
+
+ A point light can be described as a sphere, emitting light with equal
+ strength in all directions from the center of the light. This is similar
+ to the way a light bulb emits light.
+
+ \image studio-3d-point-light.png "Models lit by a point light"
+
+ Lighting is applied outwards from the center of a point light, becoming
+ increasingly dim away from the center. Moving a point light changes the
+ position from where the light is emitted. Rotating or scaling a point
+ light does not have any effect.
+
+ To specify an overall multiplier for a point light's effects, set the
+ \uicontrol Brightness property.
+
+ To control the fade-off and range of a point light, set the
+ \uicontrol {Constant fade}, \uicontrol {Linear fade}, and
+ \uicontrol {Quadratic fade} properties. Constant fade is the constant
+ factor of the \e attenuation term of the light. Attenuation refers to
+ the reduction in the intensity of light as it travels through a medium
+ due to absorption or scattering of photons.
+
+ Turn up the linear fade value to increase the rate at which the lighting
+ effect dims the light in proportion to the distance to the light. The value
+ 0.0 means that the light doesn't have linear fade.
+
+ Turn up the quadratic fade to increase the rate at which the lighting effect
+ dims on surfaces that are far away from the light. The value 1.0 means that
+ the point light fade exactly follows the inverse square law. For example,
+ when the distance to an object doubles, the light intensity decreases to one
+ fourth.
+
+ Aside from fade, a point light has the same properties as a directional
+ light.
+
+ \section1 Area Light
+
+ An area light is similar to the directional light. However, instead of
+ emitting an equally bright light across the whole scene, the area light
+ emits directional light from a rectangle shaped object. You can set the
+ \uicontrol Width and \uicontrol Height properties to determine the size
+ of the area light.
+
+ Aside from the size, an area light has the same properties as a directional
+ light.
+
+ The image below shows an example on how to light an object with different
+ colors using two different area lights.
+
+ \image area-light.png
+
+ You can rotate, scale, and move area lights.
+
+ \section1 Shadows
+
+ To simulate shadows using this light, enable the \uicontrol {Cast shadows}
+ check box. Cast shadows work best with area or point lights.
+
+ To specify the darkness of the shadows, set the \uicontrol {Shadow factor}
+ property. The value 0 means no shadows are cast.
+
+ To specify the amount of blur applied to the shadows, set the
+ \uicontrol {Shadow filter} property.
+
+ Tweak the \uicontrol {Shadow bias} property value by small amounts
+ if you see objects casting shadows on themselves.
+
+ To specify the quality of the shadow map created for shadow rendering, set
+ the \uicontrol {Shadow map quality} property. Lower quality uses less
+ resources, but produces lower quality shadows, while higher quality uses
+ more resources to produce better quality shadows.
+
+ To specify the maximum distance for the shadow map, set the
+ \uicontrol {Shadow map far} property value. Using smaller values
+ may improve the precision and effects of the map.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc
new file mode 100644
index 0000000000..ecbef398dc
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc
@@ -0,0 +1,229 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Desing Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-materials.html
+ \previouspage studio-3d-model.html
+ \nextpage studio-3d-texture.html
+
+ \title Using Materials and Shaders
+
+ \image materials.png
+
+ Materials and shaders define how object surfaces are rendered in \QDS and
+ live preview. As you change the properties of materials, new shaders are
+ generated accordingly, and the property values are bound. The complexity of
+ a shader depends on a combination of the properties that are set on it, and
+ the context of the scene itself.
+
+ The materials that you used in your imported scenes are imported to \QDS
+ as \l{Qt Quick 3D} components. When you add a View3D component, it contains
+ a DefaultMaterial component. You can use the following predefined Qt Quick
+ 3D components to add materials to models:
+
+ \list
+ \li Default material
+ \li Principled material
+ \li Texture
+ \endlist
+
+ Before a model can be rendered in a scene, it must have at least one
+ material to define how the mesh is shaded. The DefaultMaterial component
+ is the easiest way to define such a material. The PrincipledMaterial
+ component specifies the minimum amount of properties.
+
+ You can use the \l Texture component to apply textures to materials. It
+ defines an image and how the image is mapped to meshes in a 3D scene. To
+ use image data from a file, set the \uicontrol Source property of the
+ Texture component in the \uicontrol Properties view.
+
+ To have the material use vertex colors from the mesh, select the
+ \uicontrol {Enable vertex colors} check box. These are multiplied
+ by any other colors specified for the material.
+
+ You can modify material properties in the \uicontrol Properties view, as
+ instructed in the following sections. The availability of the properties
+ depends on the material type.
+
+ You can animate material properties in the \uicontrol Timeline view, as
+ instructed in \l {Creating Animations}.
+
+ \section1 Blending Colors
+
+ To determine how the colors of a model blend with the colors of the models
+ behind it, set the \uicontrol {Blend mode} property. To make opaque objects
+ occlude the objects behind them, select \uicontrol {SourceOver}.
+
+ For a lighter result, select \uicontrol Screen to blend colors using an
+ inverted multiply or \uicontrol ColorDodge to blend them by inverted
+ division. Color dodge procudes an even lighter result than screen.
+
+ For a darker result, select \uicontrol Multiply to blend colors using a
+ multiply or \uicontrol ColorBurn to blend them by inverted division, where
+ the result also is inverted. Color burn produces an even darker result than
+ multiply.
+
+ The screen and multiply modes are order-independent, so select them to
+ avoid \e popping, which can happen when using semi-opaque objects and
+ sorting the back and front faces or models.
+
+ For a result with higher contrast, select \uicontrol Overlay, which is a mix
+ of the multiply and screen modes.
+
+ \section1 Lighting Materials
+
+ To set the lighting method for generating a material, use the
+ \uicontrol Lighting property. Select \uicontrol {Fragment lighting} to
+ calculate diffuse and specular lighting for each rendered pixel. Some
+ effects, such as Fresnel or a bump map, require fragment lighting.
+
+ To skip lighting calculation, select \uicontrol {No lighting}. This is very
+ fast and quite effective when using image maps that do not need to be shaded
+ by lighting.
+
+ To set the base color for the material, use the \uicontrol {Diffuse Color}
+ property. You can either use the color picker or specify a RBG value. Set
+ the diffuse color to black to create purely-specular materials, such as
+ metals or mirrors. To apply a texture to a material, set it as the value of
+ the \uicontrol {Diffuse map} property. Using a texture with transparency
+ also applies the alpha channel as an \uicontrol {Opacity map}. You can set
+ the opacity of the material independently of the model as the value of the
+ \uicontrol Opacity property.
+
+ \section1 Self-Illuminating Materials
+
+ To set the color and amount of self-illumination for a material, use the
+ \uicontrol {Emissive color} and \uicontrol {Emissive factor} properties. In
+ a scene with black ambient lighting, a material with an emissive factor of 0
+ is black where the light does not shine on it. Setting the emissive factor
+ to 1 shows the material in its diffuse color instead.
+
+ To use a Texture for specifying the emissive factor for different parts of
+ the material, set the \uicontrol {Emissive map} property. Using a grayscale
+ image does not affect the color of the result, while using a color image
+ produces glowing regions with the color affected by the emissive map.
+
+ \section1 Using Highlights and Reflections
+
+ You can control the highlights and reflections on a material by setting the
+ properties in the \uicontrol Specular group. You can use the color picker
+ or set a RGB value to specify the color used to adjust specular reflections.
+ Use white for no effect
+
+ To use a color texture to modulate the amount and the color of specularity
+ across the surface of a material, set the \uicontrol {Specular map}
+ property. Set the \uicontrol {Specular amount} property to specify the
+ strength of specularity. This property does not affect the specular
+ reflection map, but it does affect the amount of reflections from a scene's
+ light probe.
+
+ \note Unless your mesh is high-resolution, you may need to use fragment
+ lighting to get good specular highlights from scene lights.
+
+ To determine how to calculate specular highlights for lights in the scene,
+ set the \uicontrol {Specular model}. In addition to the default mode, you
+ can use the GGX or Ward lighting model.
+
+ To use a Texture for specular highlighting on a material, set the
+ \uicontrol {Reflection map} property. When the texture is applied using
+ environmental mapping (not UV mapping), the map appears to be reflecting
+ from the environment as you rotate the model. Specular reflection maps are
+ an easy way to add a high-quality look at a relatively low cost.
+
+ To specify an image to use as the specular reflection map, set the
+ \uicontrol {Light probe} property
+
+ Crisp images cause your material to look very glossy. The more you
+ blur your image, the softer your material appears.
+
+ To decrease head-on reflections (looking directly at the surface)
+ while maintaining reflections seen at grazing angles, set the
+ \uicontrol {Fresnel power} property. To select the angles to control,
+ set the \uicontrol {Index of refraction} property.
+
+ To control the size of the specular highlights generated from lights and the
+ clarity of reflections in general, set the \uicontrol {Specular roughness}
+ property. Larger values increase the roughness, while softening specular
+ highlights and blurring reflections. To control the specular roughness of
+ the material using a Texture, set the \uicontrol {Roughness map property}.
+
+ \section1 Simulating Geometry Displacement
+
+ Specify the properties in the \uicontrol {Bump/Normal} group to simulate
+ fine geometry displacement across the surface of the material. Set the
+ \uicontrol {Bump map} property to use a grayscale texture for the
+ simulation. Brighter pixels indicate raised regions.
+
+ To use a RGB image for simulation, set the \uicontrol {Normal map} property.
+ The RGB channels indicate XYZ normal deviations.
+
+ The amount of displacement is controlled by the \uicontrol {Bump amount}
+ property.
+
+ Bump and normal maps do not affect the silhouette of a model. To affect the
+ silhouette, set the \uicontrol {Displacement map} property. It specifies a
+ grayscale image used to offset the vertices of geometry across the surface
+ of the material. The \uicontrol {Displacement amount} property specifies the
+ offset amount.
+
+ \section1 Specifying Material Translucency
+
+ Set the properties in the \uicontrol Translucency group to control how much
+ light can pass through the material from behind. To use a grayscale texture,
+ specify it as the value of the \uicontrol {Translucency map} property.
+
+ To specify the amount of light wrap for the translucency map, set the
+ \uicontrol {Diffuse light wrap} property. A value of 0 does not wrap the
+ light at all, while a value of 1 wraps the light all around the object.
+
+ To specify the amount of falloff for the translucency based on
+ the angle of the normals of the object to the light source, set
+ the \uicontrol {Translucency falloff} property.
+
+ \section1 Culling Faces
+
+ Set the \uicontrol {Culling mode} property to determine whether the front
+ and back faces of a model are rendered. Culling modes check whether the
+ points in the polygon appear in clockwise or counter-clockwise order when
+ projected onto the screen. If front-facing polygons have a clockwise
+ winding, but the polygon projected on the screen has a counter-clockwise
+ winding, the projected polygon is rotated to face away from the camera and
+ is not rendered. Culling makes rendering objects quicker and more efficient
+ by reducing the number of polygons to draw.
+
+ \section1 Applying Materials to Models
+
+ To apply materials to models:
+
+ \list 1
+ \li Drag and drop a material component from the \uicontrol Library to a
+ Model component in the \uicontrol Navigator or 3D editor.
+ \li Edit the properties of the material in the \uicontrol Properties
+ view.
+ \endlist
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-model.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-model.qdoc
new file mode 100644
index 0000000000..4fa05b6463
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-model.qdoc
@@ -0,0 +1,77 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-model.html
+ \previouspage studio-3d-node.html
+ \nextpage studio-3d-materials.html
+
+ \title Adding Models
+
+ A Model component loads mesh data from a file. You can modify how the
+ component is shaded by adding materials to the model.
+
+ A model can load static meshes from storage or one of the built-in primitive
+ types: cube, cone, cylinder, rectangle, or sphere. You can select the model
+ type in the \uicontrol Source field in the \uicontrol Properties field.
+ Select the \inlineimage plus.png
+ button to add custom model types to the list.
+
+ To enable picking the model against the scene, select the
+ \uicontrol Pickable check box. Picking transforms the screen
+ space x and y coordinates to a ray cast towards the specified
+ position in scene space.
+
+ To use the geometry of this model when rendering to shadow maps, select the
+ \uicontrol {Casts shadows} check box. To allow casting shadows on the model,
+ select the \uicontrol {Receives shadows} check box.
+
+ \section1 Tessellation
+
+ To dynamically generate additional geometry for the model, select the
+ tiling mode in the \uicontrol {Tessellation mode} filed. Tessellation
+ is useful when using a displacement map with geometry, or to generate a
+ smoother silhouette when zooming in. You can select either a Phong or
+ an NPatch tessellation generator.
+
+ Specify an edge multiplier to the tessellation generator in the
+ \uicontrol {Edge tessellation} field and an inner multiplier in
+ the \uicontrol {Inner tessellation} field.
+
+ To display a wireframe that highlights the additional geometry created by
+ the tessellation generator, select the \uicontrol {Enable wireframe mode}
+ check box.
+
+ \section1 Adding Materials to Sub-Meshes
+
+ A model can consist of several sub-meshes, each of which can have its own
+ material. Select the material from the list in the \uicontrol {Materials}
+ field. Select the \inlineimage plus.png
+ button to add materials to the list. For more information about materials,
+ see \l {Using Materials and Shaders}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-node.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-node.qdoc
new file mode 100644
index 0000000000..a13bb46725
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-node.qdoc
@@ -0,0 +1,82 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-3d-components.html
+ \page studio-3d-node.html
+ \nextpage studio-3d-model.html
+
+ \title Setting Node Properties
+
+ You can set the opacity, visibility, and transform properties of a 3D
+ component in the \uicontrol Properties view.
+
+ \section1 Setting Component Opacity and Visibility
+
+ All components have an \uicontrol Opacity value applied to them. The opacity
+ of 100 makes a component fully opaque, while the opacity of 0 prevents a
+ component from rendering at all.
+
+ Just as modifying the position or rotation of a parent component affects
+ all child components, opacity is multiplicatively cumulative through
+ the transform hierarchy. A cube that is 50\% opaque inside a group that
+ is 80\% opaque renders with an equivalent apperance of 40\% opacity
+ (\c{0.8 * 0.5 = 0.4}). Setting the opacity of a group to 0 prevents
+ any descendants within the group from rendering.
+
+ The \uicontrol Visibility property provides an alternative way to hide and
+ show components. It is useful when you want to show a component in a
+ particular state, but hide it in another state, for example.
+
+ \section1 Setting Transform Properties
+
+ The value of the \uicontrol Translation property contains the position
+ translation of the component in the local coordinate space established by
+ the parent component. The \uicontrol Orientation property specifies whether
+ the left-handed or right-handed coordinate system is used.
+
+ In the y-up left-handed coordinate system, increasing the value of x
+ moves the component to the right, as seen from the default camera location,
+ whereas increasing the value of y moves the component up. Increasing the
+ value of z moves the component away from the camera.
+
+ The value of the \uicontrol Rotation parameter sets the local rotation of
+ the component in the space established by the parent component. The
+ \uicontrol {Rotation order} property specifies whether the left-handed or
+ right-handed (the values with \e r) rotation about the x, y, and z axes
+ is applied, and the order in which the rotation is applied on each axis.
+
+ The value of the \uicontrol Scale property sets the local scale of the
+ component in the space established by the parent component. An odd number
+ of negative scale values causes the component to render \e {inside-out},
+ which cannot be seen due to backface-culling.
+
+ The value of the \uicontrol Pivot property sets the local pivot offset for
+ the component. You can think of the pivot as offsetting the geometry for the
+ component away from the origin, allowing a component to rotate and scale
+ around a point other than its local origin. Pivot values are applied before
+ scaling and rotation values.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-scene-environment.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-scene-environment.qdoc
new file mode 100644
index 0000000000..0951110886
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-scene-environment.qdoc
@@ -0,0 +1,156 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-scene-environment.html
+ \previouspage studio-3d-camera.html
+ \nextpage creator-live-preview.html
+
+ \title Setting Scene Environment
+
+ You can use the SceneEnvironment type to specify how the scene is rendered
+ globally. You can specify settings for antialiasing, scene background,
+ ambient occlusion, and image based lighting in the \uicontrol Properties
+ view.
+
+ \section1 Antialiasing
+
+ You can apply temporal, progressive, or multisample antialiasing to
+ scenes. Temporal and progressive antialiasing jiggle the camera very
+ slightly between frames and blend the result of each new frame with
+ the previous frames, while multisample antialiasing super-samples
+ the edges of geometry.
+
+ Temporal antialiasing finds real details that would otherwise be lost
+ and has a low impact on performance, but fast-moving objects cause
+ one-frame ghosting. To enable temporal antialiasing, select the
+ \uicontrol {Temporal AA} check box.
+
+ Progressive antialiasing jiggles the camera after all the content of the
+ scene has stopped moving. The more frames you accumulate, the better the
+ result looks. This provides detailed static images with no performance cost,
+ but does not take effect if any visual changes are occurring.
+
+ To apply progressive antialiasing, set the number of frames to use for the
+ final image in the \uicontrol {Progressive AA} field. Note that at the
+ value of 8x, progressive antialiasing takes one eighth of a second to finish
+ rendering at 60 FTPS, which may be noticeable.
+
+ Multisample antialiasing results in smoother silhouettes, but has no effect
+ on the materials inside geometry. It provides good results on geometry
+ silhouettes, where aliasing is often most noticeable and works smoothly with
+ fast animation. However, it can be expensive to use and does not help with
+ texture or reflection issues.
+
+ To apply multisample antialiasing, set the number of samples to use per
+ pixel in the \uicontrol {Multisample AA} field.
+
+ \section1 Clearing the Scene Background
+
+ To clear the background of the scene to be transparent, select
+ \uicontrol Transparent in the \uicontrol {Background mode} field.
+ To clear the background using a color, select \uicontrol Color,
+ and select the color in the \uicontrol {Clear Color} field.
+
+ To leave the scene uncleared, select \uicontrol {Unspecified}.
+
+ \section1 Blending Scene Colors
+
+ To determine how colors are blended, select a blend mode in the
+ \uicontrol {Blend mode} field. For more information on the options,
+ see \uicontrol {Blending Colors}.
+
+ \section1 Performing Depth Tests
+
+ You can perform depth tests to optimize the scene environment. To skip depth
+ tests, deselect the \uicontrol {Enable depth test} checkbox. Note that
+ skipping the tests can cause rendering errors.
+
+ To have the renderer write to the depth buffer as part of the color pass,
+ deselect the \uicontrol {Enable depth prepass} checkbox. Disable depth
+ prepass on GPU's that use a tiled rendering architecture.
+
+ \section1 Ambient Occlusion
+
+ Ambient occlusion is a form of approximated global illumination that causes
+ non-directional self-shadowing where objects are close together.
+
+ You can set the strength of the shadows in the \uicontrol {AO strength}
+ field. A value of 100 causes full darkness shadows, while lower values
+ cause the shadowing to appear lighter. A value of 0 disables ambient
+ occlusion entirely, improving performance at a cost to the visual realism
+ of 3D objects rendered in the scene. All values other than 0 have the same
+ impact on performance.
+
+ To specify roughly how far ambient occlusion shadows spread away from
+ objects, select the distance in \uicontrol {AO distance} field. Greater
+ distances cause increasing impact to performance.
+
+ To prevent components from exhibiting ambient occlusion at close distances,
+ set the cutoff distance in the \uicontrol {AO bias} field. The higher the
+ value, the greater the distance that is required between objects before
+ ambient occlusion occurs.
+
+ \note If you see ambient occlusion shadowing on objects where there should
+ be no shadowing, increase the value slightly to clip away close results.
+
+ To specify how smooth the edges of the ambient occlusion shading are, set
+ the softness in the \uicontrol {AO softness} field. To improve smoothness at
+ the risk of sometimes producing obvious patterned artifacts, you can scatter
+ the edges of the ambient occlusion shadow bands by selecting the
+ \uicontrol {AO dither} check box.
+
+ To specify the ambient occlusion quality, at the expense of performance,
+ select the number of shades of gray to use in the
+ \uicontrol {AO sample rate} field.
+
+ \note Large distances between the clipping planes of your camera may cause
+ problems with ambient occlusion. If you are seeing odd banding in ambient
+ occlusion, try adjusting the value in the \uicontrol {Clip far} field in
+ the \l{Using Scene Camera}{scene camera} properties.
+
+ \section1 Using Image-based Lighting
+
+ In the material properties, you can specify an image (preferably
+ a high-dynamic range image) to use to light the scene, either
+ instead of or in addition to \l{Using Lights}{scene lights}. In the
+ \uicontrol {Probe brightness} field, you can modify the amount of
+ light emitted by the light probe.
+
+ To take shortcuts to approximate the light contributes of the light
+ probe at the expense of quality, select the \uicontrol {Fast IBL}
+ check box.
+
+ To add darkness (black) to the bottom half of the environment, force
+ the lighting to come predominantly from the top of the image, and
+ remove specific reflections from the lower half, increase the value
+ of the \uicontrol {Probe horizon} field.
+
+ To specify the image source field of view when using a camera source as
+ the light probe, set the angle in the \uicontrol {Probe FOV} field.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc
new file mode 100644
index 0000000000..6e3ba22275
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc
@@ -0,0 +1,111 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt Design Studio.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d-texture.html
+ \previouspage studio-3d-materials.html
+ \nextpage studio-3d-lights.html
+
+ \title Attaching Textures to Materials
+
+ You can use the Texture 3D QML type to attach textures to materials.
+ You specify an image and how it is mapped to meshes in a 3D scene.
+
+ \section1 Selecting the Mapping Method
+
+ To specify the method of mapping to use when sampling a texture, select
+ \uicontrol UV, \uicontrol Environment, or \uicontrol LightProbe in the
+ \uicontrol {Texture mapping} field.
+
+ UV mapping is the process of projecting 2D images to the surface of a
+ 3D model for texture mapping. The letters \e U and \e V denote the axes
+ of the 2D texture, because x, y, and z are already used to denote the
+ axes of the 3D object in the model space. You can paint the polygons that
+ make up a 3D object with color and other surface attributes from a UV
+ texture map. Pixels in the image are assigned to surface mappings on the
+ polygon. Usually this is done by programmatically copying a triangular
+ piece of the image map and pasting it onto a triangle on the object.
+
+ UV mapping is used by default for diffuse and opacity maps. It sticks the
+ image to the mesh, so that a particular same portion of the image always
+ appears on a particular vertex, unless you animate the UV properties.
+
+ Environment mapping is used by default for specular reflection. It
+ \e projects the image onto the material as though it is being reflected
+ from the material. Using Environmental mapping for diffuse maps provides a
+ mirror effect.
+
+ Light probe mapping is used by default for HDRI sphere maps of
+ light probes. For more information about light probes, see
+ \l {Using Highlights and Reflections}.
+
+ To use image data from a file, specify the path to the file in the
+ \uicontrol Source field. To use a 2D Qt Quick QML type as the source,
+ specify the type in the \uicontrol {Source item} field. The type is
+ rendered as an offscreen layer. If you specify the source item, any
+ image you might specify as a source is ignored.
+
+ \note Currently, there is no way to forward input events to the Item
+ used as a texture source.
+
+ \section1 UV Scaling
+
+ The \uicontrol {U scale} and \uicontrol {V scale} properties define how
+ to scale the U and V texture coordinates when mapping to a mesh's UV
+ coordinates.
+
+ Scaling the U value when using horizontal tiling specifies how many times
+ the texture is repeated from left to right, while scaling the V value when
+ using vertical tiling specifies the repetition from bottom to top.
+
+ To control how the texture is mapped when the U scaling value is greater
+ than 1, set the horizontal tiling mode in the \uicontrol {U tiling} field.
+ To control how the texture is mapped when the V scaling value is greater
+ than 1, set the vertical tiling mode in the \uicontrol {V tiling} field.
+
+ To specify that the texture is not tiled, but the value on the edge is used
+ instead, select \uicontrol ClampToEdge. To repeat the texture and mirrored
+ it over the x or y axis, select \uicontrol MirroredRepeat. To repeat the
+ texture over the x or y axis, select \uicontrol Repeat.
+
+ \section1 Setting UV Transform Properties
+
+ To offset the U coordinate mapping from left to right, set the position of
+ the component in the \uicontrol {U position} field. To offset the mapping
+ from bottom to top, set it in the \uicontrol {V position} field.
+
+ Specify the U and V pivot point in the \uicontrol {U pivot} and
+ \uicontrol {V pivot} fields.
+
+ To rotate the texture around the pivot point, specify rotation as degrees
+ in the \uicontrol {UV rotation} field. A positive value indicates clockwise
+ rotation.
+
+ For more information about rotating and pivoting components in the local
+ coordinate space, see \l {Setting Transform Properties}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-view.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-view.qdoc
new file mode 100644
index 0000000000..4c61d12a12
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-view.qdoc
@@ -0,0 +1,54 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio}
+ \previouspage studio-3d-editor.html
+ \page studio-3d-view.html
+ \nextpage studio-3d-components.html
+
+ \title Adding 3D Views
+
+ To add a 3D view to the scene, drag and drop a \uicontrol {View 3D}
+ component from \uicontrol Library > \uicontrol {QML Types} >
+ \uicontrol {Qt Quick 3D} to the 3D editor or to the \uicontrol Navigator.
+ A 3D view contains a reference node that specifies a scene light, camera,
+ and model. A default material is attached to the model. You can attach
+ textures to materials.
+
+ By default, a directional light and a perspective camera are used.
+ To use other light and camera types, change the type of the component in
+ the \uicontrol Type field in the \uicontrol Properties view. For example,
+ to use a point light, enter \e {PointLight}.
+
+ \image studio-3d-properties-type.png "Type field in Properties view"
+
+ To edit component properties, select the component in the 3D editor
+ or in the \uicontrol Navigator and modify the property values in the
+ \uicontrol Properties view.
+
+ For more information about the available components and their properties,
+ see \l{Using 3D Components}.
+*/
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d.qdoc
new file mode 100644
index 0000000000..0256759f85
--- /dev/null
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d.qdoc
@@ -0,0 +1,67 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Design Studio documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \contentspage {Qt Design Studio Manual}
+ \page studio-3d.html
+ \previouspage qmldesigner-pathview-editor.html
+ \nextpage studio-3d-design-mode.html
+
+ \title Editing 3D Scenes
+
+ You can use the 3D editor in the Design mode to edit files you created
+ using 3D graphics applications and stored in one of the supported formats.
+ You cannot create 3D models or other assets in the editor, but you can
+ \l{Importing 3D Assets}{import} the assets you need and work with them to
+ create scenes and states, as well as the transitions between them.
+
+ When you import 3D scenes from files that you exported from 3D graphics
+ tools, you also import the camera, light, model, and materials as 3D
+ components. If your scene did not contain them, you can add predefined
+ Qt Quick 3D components to it and edit their properties to fit your needs.
+
+ The following topics contain information about working with Qt Quick 3D:
+
+ \list
+ \li \l {Editing 3D Assets in Design Mode}
+
+ \QDS opens QML files that contain 3D scenes in the Design mode and
+ the scenes in the 3D editor. You can add imported 3D assets as
+ resources to projects as 3D components.
+ \li \l {Working in the 3D Editor}
+
+ You can select 3D components in the 3D editor to move, rotate, and
+ scale them in the scene projected by the camera.
+ \li \l{Adding 3D Views}
+
+ You can drag and drop 3D components from the \uicontrol Library
+ to the scene or to the \uicontrol Navigator. You must add all
+ 3D components into a 3D view.
+ \li \l {Using 3D Components}
+
+ You can speficy properties for 3D components, such as cameras,
+ lights, materials, and shaders, in the \uicontrol Properties view.
+ \endlist
+*/