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WarpCap · 3D Review

Files

Start a 3D comparison

Load your candidate models. Add the source image to inspect them against it.

The Flight Helmet samples are CC0. Local files stay in your browser.

Preparing 3D engine… 0%

A Candidate A · not loaded
B Candidate B · not loaded
Linked navigation A left · B right Orbit around model center

Scene

Lighting
Lighting

More inspection setups

Each setup selects the view shown on its button. Camera and source files stay unchanged.

Direction

Azimuth 40° · Elevation 45°
Precise direction and help

Drag sideways to turn the light; drag up/down to raise/lower it. Attachment chooses whether the light stays fixed in the scene or follows the camera. Arrows: 5° · Shift: 15° · Home: reset · Escape: cancel drag.

Environment

Keeps the current shading view and AO method.

Hard ← → Soft diffuse shading. Angular diameter; 0° is directional. Highlights and cast-shadow filtering are unchanged.

No imported HDR. Files stay in this tab.

Radiance .hdr · 2:1 panorama · up to 4096 × 2048 and 32 MiB.

Built-in environments are synthetic HDRs. The stage starts as a neutral grid room; Ground can switch to the one-sided red X and blue Z plane. Quality controls shadows and occlusion. Environments and key light affect both candidates.

The camera stays still. Drag the light widget or environment ring to scrub; manual adjustment pauses the sweep.

Candidate lighting

Relinking uses the currently selected candidate’s lights. Exposure stays shared.

Ground

The grid room scales with the models: eight times the largest dimension across, with minor cells one eighth of that dimension. At the default fit those cells are 0.25 review units. A major line runs along every edge and the lines meet at the corners. Darker interior lines repeat every ten cells. Room brightness sets that fill and those lines. Its darkest setting stays a readable deep grey. The room stays an even color in every lighting preset and darkens only where a cast shadow falls. The ground plane is the one-sided red X and blue Z grid. The floor sits on a grid line. A wall fades only when the camera is very close, so dolly and orbit are not blocked.

Appearance
Surface display
Lighting component
Background
Surface display help

Background: Shared by both views. Contrasting colors help reveal holes.

Surface shading: Compare supplied smooth normals with actual triangle faces. Diffuse/specular isolate reflected lighting; emission is omitted.

Diagnostic views are temporary. Reflection reveals environment shapes; authored roughness can soften them. Restoring appearance keeps the camera, comparison scale and lighting.

High renders extra detail for smoother edges.

Rendering and view settings

Rendering

View settings

Viewing conditions
Capture options

v0.1.0 · e276d65