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.

Setting | Description |
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Cameras | Select one of the existing user-made cameras in the scene or create a new one. |
Lights | Switches camera view to the point of view of a light object in the scene. |
Canvas | Texture Projects only – the 2D view of your mesh’s UV layout and its linked material. |
Perspective | Changes to perspective view. This usually has the same settings as the last selected custom camera. |
Top | Orthographic view from the +Y axis. |
Bottom | Orthographic view from the -Y axis. |
Left | Orthographic view from the +X axis. |
Right | Orthographic view from the -X axis. |
Front | Orthographic view from the +Z axis. |
Back | Orthographic 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.

Setting | Description |
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Full Quality | Renders at full camera resolution with all render settings and shader modes supported. |
Draft Quality | Renders at half of the camera’s resolution and disables ray-traced features, raster screen space effects, and camera post effects. |
Gray | Renders in grayscale only. Similar to Untextured, but includes limited transparency support and normal map information to preserve geometric detail. |
Untextured | Disables all material channels, ray-traced features, raster screen space effects, and camera post effects. |
Wireframe | Renders wireframe display only, no lighting information or shading. |
Render Passes | Previews 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 #

Resolution | Sets 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 Mode | Improves 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-aliasing | Anti-aliasing reduces undersampling artifacts, such as jagged edges, at a modest performance cost. |
Wireframe | Enables a display overlay of all polygon edges. |
Wireframe Strength | Controls the intensity of the wireframe effect. |
Show Scale Reference | Enables 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 Guides | Displays GUI elements for objects such as cameras and lights. |
Selection Behavior | Determines the behavior of selection outlines, where they can either be disabled, fade in, or be on perpetually. |
Independent Center | Determines 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 Scale | Determines 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 #
Setting | Description |
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Split Vertical | Splits the viewport vertically and creates a copy. |
Split Horizontal | Splits the viewport horizontally and creates a copy. |
Remove Viewport | Deletes the viewport. |
Maximize & Detach Viewport Options #
Setting | Description |
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Maximize Viewport | Maximizes 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 Viewport | Undocks the viewport and creates a floating window. |