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3D scenes & models

Mixture’s 3D layers give flat layers a real third dimension — and because setting them up involves the most knobs of any feature, they’re one of the best things to delegate.

Put the app recording on a phone, floating at a slight angle, and drift the camera in slowly.

Extrude the logotype and give it studio lighting.

I have a GLB of the product — spin it slowly on a pedestal with soft shadows.

For common shapes of request the agent doesn’t start from a blank page: the docs it reads include complete, showcase-quality example projects. Ask for a phone or product video and it can study a finished four-scene macro film — camera moves, rack-focus depth of field, screen glare, a live scrolling screen, an in-app toggle flipping mid-shot — then rebuild the same structure around your app screens and brand. The examples are structure to learn from, not templates: every asset and value gets replaced with yours.

  • Device mockups with live screens — your recording or UI on a phone with the real bezel and island handled, cover-glass reflections included.
  • Type in 3D — extruded wordmarks and text set along curves, with material and lighting choices that keep it legible.
  • Your models — a GLB the agent sources, converts, or builds gets imported as an asset, then lit, framed, and animated: material and node properties are animatable channels like any other.
  • Camera and light moves — slow pushes, orbits, and lighting changes that follow the same motion taste rules as the rest of the composition.

A 3D layer is still a layer — its transform, materials, lighting, and animation are all in the properties panel, covered by the 3D canvas guide.