Skip to content

To take full advantage of the 3D environment, features and graphics provide additional API for controlling geoelement display in a scene or scene view. A set of symbols has been designed exclusively for three-dimensional display.

  • Layer scene properties: Properties of a layer or graphics overlay that are only evaluated for display in 3D. This includes surface placement, which controls how z-values (elevation or altitude, for example) are evaluated relative to the data in the scene view.
  • Renderer scene properties: Renderer properties that are only evaluated for display in 3D. Use these properties to extract two-dimensional geometries vertically (on the z-axis) or to define heading, pitch, and roll for geoelements.
  • 3D-specific symbols: Create symbols used exclusively for 3D display, such as 3D shapes (sphere, cylinder, cube, and so on) and 3D model symbols that provide a realistic display of 3D objects.

Layer scene properties

You can set additional properties that apply to feature layers and graphics overlays when they are displayed in a scene. These properties are defined on the LayerSceneProperties class and control how features and graphics are placed in 3D space. These properties are only evaluated for 3D display. When displayed in a map, they are ignored.

Surface placement

You can specify a surface placement mode for feature layers and graphics overlays that defines how the geometry z-value (elevation or altitude) is interpreted when each geoelement is rendered.

The SurfacePlacement enum provides the following values:

  • Draped billboarded—Ignore z-values and drape geoelements onto the surface. Symbols render to face the camera.
  • Draped flat—Ignore z-values and drape geoelements onto on the surface. Symbols render flat on the surface.
  • Absolute—Place geoelements by adding their z-value to the height of the globe skin (sea level).
  • Relative—Place geoelements by adding their z-value to the height of the scene's elevation surface.
  • Relative to scene—Place geoelements relative to objects in the scene, such as an elevation surface, buildings in a scene layer, integrated mesh layers, and extruded polygons. Some objects do not affect this type of placement, such as extruded points or lines, KML layers, or model symbols. Some combinations may not work for relative to scene placement, such as polygons placed relative to an integrated mesh layer.
  • Draped—(obsolete) Use either draped billboarded or draped flat instead.

The image below shows graphics with the same z-value rendered with different surface placement modes. The draped graphic is drawn on the elevation surface despite its z-value of 1000 meters. The graphic with absolute placement is drawn 1000 meters above the globe (sea level) and the graphic with relative placement is drawn 1000 meters above the elevation surface. If a graphic were added in the same location with relative to scene placement, it would be drawn 1000 meters above the graphic with the greatest z-value.

Examples of graphics drawn with different surface placement options.
Use dark colors for code blocksCopy
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732  // Graphics overlay with draped billboarded surface placement  GraphicsOverlay* drapedBillboardedOverlay = new GraphicsOverlay(this);  drapedBillboardedOverlay->setSceneProperties(LayerSceneProperties(SurfacePlacement::DrapedBillboarded));  m_sceneView->graphicsOverlays()->append(drapedBillboardedOverlay);   // Graphics overlay with relative surface placement  GraphicsOverlay* relativeOverlay = new GraphicsOverlay(this);  relativeOverlay->setSceneProperties(LayerSceneProperties(SurfacePlacement::Relative));  m_sceneView->graphicsOverlays()->append(relativeOverlay);   // Graphics overlay with relative to scene surface placement  GraphicsOverlay* relativeToSceneOverlay = new GraphicsOverlay(this);  relativeToSceneOverlay->setSceneProperties(LayerSceneProperties(SurfacePlacement::RelativeToScene));  m_sceneView->graphicsOverlays()->append(relativeToSceneOverlay);   // Graphics overlay with absolute surface placement  GraphicsOverlay* absoluteOverlay = new GraphicsOverlay(this);  absoluteOverlay->setSceneProperties(LayerSceneProperties(SurfacePlacement::Absolute));  m_sceneView->graphicsOverlays()->append(absoluteOverlay); 

Renderer scene properties

You can set additional properties that apply to renderers when they display a feature layer or graphics overlay in a scene. These properties are defined on the RendererSceneProperties class and control additional rendering behavior for features and graphics. These properties are only evaluated for 3D rendering. When displayed in a map, they are ignored.

Extrusion

Extrusion is the process of extending a flat 2D shape vertically (along the z-axis) to create a 3D representation. This lets you create three-dimensional symbology from two-dimensional features. For example, you can extrude building polygons by their heights to create realistic building shapes. You can also use extrusion to illustrate relative values in your data. For example, you could extrude district polygons by median home value to visualize the most expensive areas of the city. The three basic geometry types (points, lines, and polygons) all support extrusion.

When using renderers in 3D, you can set properties to define extrusion expressions for both features and graphics. An extrusion expression can consist of a combination of attribute names, mathematical operators, and numeric values. An expression to extrude building polygons by the number of floors multiplied by ten might look like this: [floors] * 10, where "floors" is the name of the attribute that stores the number of floors for each building. If you want to extrude by an attribute value alone, the expression is just the attribute (field) name ([height], for example). Likewise, if you want to extrude by a specific value for each geoelement, your expression is the value to extrude by (125, for example).

There are several ways that an extrusion expression can be applied to extrude features. The ExtrusionMode enum provides the following values to define how geoelements are extruded.

  • None—Geoelements are not extruded.
  • Minimum—Geoelements are extruded to a flat top at a z-value determined by adding the extrusion height to the minimum z-value of the geoelement (the lowest z-value for all vertices contained by the geometry, in other words).
  • Maximum—Geoelements are extruded to a flat top at a z-value determined by adding the extrusion height to the maximum z-value of the geoelement (the highest z-value for all vertices contained by the geometry, in other words).
  • Absolute height—Geoelements are extruded to the specified z-value as a flat top, regardless of their z-values.
  • Base height—A z-value is calculated for each vertex of the geoelement's base, and it is extruded to the various z-values. This is the only extrusion mode that doesn't have a flat top.

The following image shows a graphics overlay of US states extruded based on a population attribute.

US state polygons extruded in height based on population.

To apply extrusion to a feature layer or graphics overlay:

  1. Create a new renderer.
  2. Set the relevant scene properties for the renderer.
    • Extrusion mode
    • Extrusion expression
  3. Assign the renderer to the feature layer or graphics overlay.
    • Ensure that the rendering mode is set to dynamic.
  4. Add the feature layer to the scene's operational layers or the graphics overlay to the scene view's graphics overlay collection.
Use dark colors for code blocksCopy
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732  // set renderer with extrusion property  SimpleRenderer* renderer = new SimpleRenderer(this);  RendererSceneProperties props = renderer->sceneProperties();  props.setExtrusionMode(ExtrusionMode::BaseHeight);  props.setExtrusionExpression("[pop2010] / 50");  renderer->setSceneProperties(props);  SimpleFillSymbol* sfs = new SimpleFillSymbol(SimpleFillSymbolStyle::Solid, QColor("red"), this);  renderer->setSymbol(sfs);  graphicsOverlay->setRenderer(renderer); 

Rotation expressions

RendererSceneProperties has properties for defining expressions for heading, pitch, and roll for features or graphics displayed in 3D. Like extrusion expressions, these can include attribute (field) names, numbers, and mathematical operators.

  • Heading: An angle of rotation around the Z-axis, measured clockwise from north in an east-north-up (ENU) coordinate system. Values range from 0 to 360 degrees.
  • Pitch: An angle of rotation around the Y-axis in an east-north-up (ENU) coordinate system. Values range from 0 to 180 degrees, where 0 is looking straight down (to the center of the earth) and 180 is looking straight up (towards outer space).
  • Roll: An angle of rotation around the X-axis in an east-north-up (ENU) coordinate system. Values range from 0 to 360 degrees, where 0 is horizontal.

See the Prepare your graphics section of the Follow a graphic in a scene view topic for an example of setting heading, pitch, and roll expressions for a renderer.

Scene symbols

Graphics in a scene view graphics overlay can use the same (2D) symbols used for a map view. The following 3D-specific symbols are provided for graphics in a scene view:

  • Simple marker scene symbols—Cone, Cube, Cylinder, Diamond, Sphere, and Tetrahedron
  • Stroke symbol layer 3D line styles—Strip, Tube
  • Model 3D symbols—Displays a 3D model file
Simple 3D marker symbols.

Simple marker scene symbols provide a variety of styles (shapes) that can be applied. You can also set the size, color, and anchor position used for the symbol. To further control 3D display, you can also set heading, pitch, and roll.

Lines can be rendered in a scene view using a stroke symbol layer with either a Strip or Tube 3D line style. A strip displays a line that conforms to the surface of the scene, and a tube draws as a cylinder.

A model symbol provides a realistic three-dimensional visualization to symbolize scene features. These models define the geometry and surface textures of real-world items such as aircraft. Create a ModelSceneSymbol using a 3D model file, passing the path to the file and a scale factor to the model symbol constructor. Depending on the model file's default orientation, you may have to rotate the symbol to get your model in the desired orientation.

The supported model file types for 3D model symbols are:

  • 3D Max (.3ds)
  • Collada (.dae)
  • Filmbox (.fbx)
  • GL Transmission Format (.gltf, .glb)
  • Wavefront (.obj)

Distance composite symbols

A distance composite symbol is a collection of several symbols. It determines which symbol to display based on the current camera distance to the graphic. While model symbols can accurately represent real-world objects when viewed close up, they may not be visible when viewed at a distance (unless the size of the object is exaggerated). A distance composite symbol allows you to display a different symbol based on the camera distance to the graphic. They are commonly used to show more simple symbols at a great distance and more complex symbols when the camera approaches the graphic.

A composite marker symbol that shows a model symbol when the camera is near.

Your browser is no longer supported. Please upgrade your browser for the best experience. See our browser deprecation post for more details.