A live editor for WebGL scenes
Physical based materials
Physically based rendering (PBR) refers to the concept of using realistic shading/lighting models along with measured surface values to accurately represent real-world materials.
The Previz viewer supports this workflow including the following attributes: Base Color, Metalness, Specularity, Roughness/Glossiness, Normal/Bump, Ambient occlusion, Transparency, Emission, and Face culling.
Realistic lighting is an essential aspect of 3D design as a well lit project significantly enhances the atmosphere of your scene.
Previz supports both image-based Lighting as well as dynamic lights (Directional, hemispheric, point or spot lights). These can be configured and edited directly in the sandbox.
Add movement to your 3d scenes including props, screens and characters. The sandbox supports animations in the glTF format including multiple animations per file. The viewer supports the following types of animation: Keyframe (translation, rotation, scale), Shape keys and Armatures / skinning.
Share Preview Links
Share your Previz scenes conveniently with team members and clients. Obtain precise feedback and faster approval.
Previz scenes can be easily embedded on your site. The lightweight, customizable, 3D interactive viewer can be embedded directly into your website, e-commerce platform or online product demo.
This web-based and entirely cross-platform configurator runs on any device, browser or operating system and is mobile-friendly.
Frequently asked questions
No. The sandbox is completely free to use.
Previz scenes can be shared once you create an account. When you create and publish your scene, Previz will auto-generate a unique URL for you to send to your team, or clients. Links can also be shared securely with password protection.
"As a Designer and Creative Director, Previz enabled me to design in a more informed way. In the past we have always designed flat, but using Previz we were able to look at how the content will work directly on the model."
"Previz helped dramatically when we had to present work in progress to our client. It was also critical for understanding how the content worked at a large scale both in terms of speed and relative size."