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Graphics3D[primitives,options]
represents a three-dimensional graphical image.
Details and OptionsUse lines, polygons, cylinders, spheres, etc. to build up a 3D graphics scene:
Use plot functions to automatically create Graphics3D from different types of data:
Scope (14) Primitives (2)Three-dimensional planar polygons can fold over themselves:
Vertices can be shared by using GraphicsComplex:
Directives (5)Directives can specify color, opacity, and specularity of faces:
Specify the specular exponent:
Colors, thickness, and dashing directives affect lines and edges:
Specify different properties for front and back of faces:
Graphics directives normally remain in effect only until the end of the list that contains them:
Coordinates (2)Use an ordinary coordinate system:
Specify coordinates by fractions of the plot range:
Lighting and Camera (5)Default lighting on a gray specular sphere:
Different light source for each sphere:
Specify the view point using special scaled coordinates:
Specify the view vectors using ordinary coordinates:
Options (86) AlignmentPoint (1)Specify the position to be aligned in 3D Inset, using coordinates:
AspectRatio (1)In 3D, the aspect ratio determines the ratio of the final displayed 2D image:
Axes (2) AxesEdge (3)Choose the bounding box edges automatically to draw the axes:
Draw the axis edge that is the intersection of the plane and the plane:
Draw the axis edge that is the intersection of the plane and plane:
Four different positions for the axis:
AxesLabel (2)Place a label for the axis in 3D:
Specify a label for each axis:
AxesStyle (1)Specify overall axes style, including the ticks and the tick labels:
Specify the style for each axis:
Background (1) BaselinePosition (2)Align the center of a graphic with the baseline of the text:
Specify the baseline of a graphic as a fraction of the height by using Scaled:
BaseStyle (2) Boxed (1)Draw the edges of the bounding box:
Do not draw the edges of the bounding box:
BoxRatios (2)Specify the ratios between the bounding box edges:
Use the actual coordinate values for the ratios:
BoxStyle (1)Use dashed lines for the bounding box:
ClipPlanes (1) ClipPlanesStyle (1)Visualize the styled clipping plane:
Epilog (1)Place text at the right bottom corner of the 3D graphic:
FaceGrids (4)Put grids on every face of a 3D graphic:
On the plane, put grid lines on , , and :
FaceGridsStyle (1)Specify the overall style of face grids:
ImageMargins (2)Have 30-point margins on all sides:
Leave different margins on each side:
ImagePadding (4)Thick lines and labels outside of the bounding box can be clipped without ImagePadding:
Leave enough padding for labels:
Specify the same padding for all sides in printer's points:
Specify different padding on different sides:
ImageSize (3)Use predefined symbolic sizes in 3D:
Use an explicit image width and height:
LabelStyle (1)Specify overall style of all the label-like elements:
Lighting (4)Ambient light is uniformly applied to all the surfaces in the scene:
Directional lights with different colors:
Point lights with different colors:
Spotlights with different colors:
Method (14) "AxesDuringInteraction" (1)Set the dynamic display layout of axes during 3D rotation.
The default "AxesDuringInteraction"->"Lock" locks axes in place during 3D rotation:
"ContinuousUpdate" causes the axes to move to the best location during 3D rotation:
"Hide" hides the axes instead of moving them:
"ConePoints" (1)Use the "ConePoints" setting to render cones with fewer polygons:
"CylinderPoints" (1)Use the "CylinderPoints" setting to render cylinders with fewer polygons:
"EdgeDepthOffset" (1)"EdgeDepthOffset"->True ensures that edges placed near faces are not obscured:
"InvertSurfaceNormals" (1) "OneLayer" (1)The rendering system uses layers to order and render polygons:
Specifying {"Color",1} renders the topmost layer as if nothing lay behind it:
Use other numbers to selectively display each layer:
Use {"Depth",layer} to display the depth map of a given layer:
"PerFragmentLighting" (1)The macOS Metal engine uses "PerFragmentLighting" by default, except during rotation:
Set "PerFragmentLighting"False:
"PerFragmentLighting"True interpolates normals at every pixel over the entire face:
"PerFragmentLighting" appears smooth even when there are few surface subdivisions:
"RelieveDPZFighting" (1)By default, z-fighting of coplanar polygons is typically resolved by the rendering system:
"RelieveDPZFighting"->False improves rendering performance at the cost of exposing z-fighting:
"RotationControl" (1)Set different rotation controllers for 3D graphics:
"RotationMode" (1)Normally, a 3D graphic in rotation changes its apparent size to accommodate its ImageSize:
"SphericalRegion" resizes the graphic to accommodate all orientations during rotation:
"ShrinkWrap" (1)By default, empty space may appear around a graphical image:
Use "ShrinkWrap" to prevent the inclusion of empty space:
"SpherePoints" (1)Use the "SpherePoints" setting to render spheres with fewer polygons:
"SplinePoints" (1)Subdivide each patch between knots using the default of {7,7} sample points:
Reduce the number of samples per patch to {1,1}:
"TubePoints" (1)Use the "TubePoints" setting to render tubes with fewer polygons:
PlotLabel (2)Display a label on the top of the graphic in TraditionalForm:
Use Style and other typesetting functions to modify how the label appears:
PlotRange (3)PlotRange->s is equivalent to PlotRange->{{-s,s},{-s,s},{-s,s}}:
PlotRangePadding (3)Include coordinate unit of padding on all sides:
Include of the image size as padding on all sides:
Specify different padding on each side:
PlotRegion (3)The contents of a graphic use the whole region:
Limit the contents of the graphic to the middle half of the region in each direction:
ImagePadding can also be used to add padding around a graphic:
Prolog (1)Draw a circumscribing disk that just touches a corner of the bounding box:
SphericalRegion (1)Make a sequence of images be consistently sized, independent of orientation:
Without SphericalRegion, each image is made as big as possible:
Ticks (2)Place tick marks automatically:
Draw tick marks at the specified positions:
TicksStyle (2)Specify the styles of the ticks and tick labels:
Specify the styles of the , , and axis ticks separately:
ViewAngle (1)Use a specific angle for a simulated camera:
ViewCenter (2)Place the top-right corner of the object at the center of the final image:
Use the ViewCenter->{vc,vp} to specify that 3D point vc gets mapped to the 2D point vp:
ViewMatrix (1)Orthographic view of a sphere from the negative direction:
ViewPoint (3)Specify the view point using the special scaled coordinates:
ViewRange (2)By default, the range is sufficient to include all the objects:
Specify the minimum and maximum distances from the camera to be included:
ViewVector (1)Specify the view vectors using ordinary coordinates:
ViewVertical (2)Use the axis direction as the vertical direction in the final image:
Various views of vertical directions:
Properties & Relations (5) Wolfram Research (1988), Graphics3D, Wolfram Language function, https://reference.wolfram.com/language/ref/Graphics3D.html (updated 2024). TextWolfram Research (1988), Graphics3D, Wolfram Language function, https://reference.wolfram.com/language/ref/Graphics3D.html (updated 2024).
CMSWolfram Language. 1988. "Graphics3D." Wolfram Language & System Documentation Center. Wolfram Research. Last Modified 2024. https://reference.wolfram.com/language/ref/Graphics3D.html.
APAWolfram Language. (1988). Graphics3D. Wolfram Language & System Documentation Center. Retrieved from https://reference.wolfram.com/language/ref/Graphics3D.html
BibTeX@misc{reference.wolfram_2025_graphics3d, author="Wolfram Research", title="{Graphics3D}", year="2024", howpublished="\url{https://reference.wolfram.com/language/ref/Graphics3D.html}", note=[Accessed: 11-July-2025 ]}
BibLaTeX@online{reference.wolfram_2025_graphics3d, organization={Wolfram Research}, title={Graphics3D}, year={2024}, url={https://reference.wolfram.com/language/ref/Graphics3D.html}, note=[Accessed: 11-July-2025 ]}
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