Working in 2D and 3D

In DNA there is no wall between flat design and 3D — everything shares one space, and your 2D work just lives in it.

Most apps make you choose up front: a 2D canvas or a 3D scene. DNA doesn't — flat design and 3D share one space. What decides where a thing starts is its type: make a mesh, scatter points, or load a gaussian splat and it's created in the 3D scene; draw a flat shape, type some text, or bring in an image and it's created as a 2D composite layer. Either way it's the same world — orbit the camera and your flat work is right there in space — and you can move anything between the scene and the layers whenever you like. No conversion, no "switch to 3D" button.

One space, no mode switch

There is no global 2D-or-3D mode to flip. The behaviour you get is just a result of what you make and where you put it.

New flat content quietly behaves like a stacked design layer (handy for posters, titles, UI mockups), while 3D content behaves like a scene object. You never have to declare which — DNA reads it from the kind of thing you made.

What goes where by default: 3D geometry, points, gaussian splats, volumes, and 3D shapes start in the scene; flat vector shapes & text, images (rasters), and procedural colour/grayscale fields start as composite layers. (Among fields it splits by kind: vector and distance fields are scene; colour and scalar fields are layers.) You're never locked in — promote or demote anything by dragging it in the Layer Manager or with the Layer node (see Layers & compositing). If a node outputs both 2D and 3D, the 3D wins and the whole node joins the scene.

Press the viewport's orbit key (Alt + drag) at any time, even on a purely "2D" document. Your flat artwork is already sitting in 3D space — orbiting just lets you see it from the side.

Two ways to look: flat-on and orbiting

The viewport has two camera styles, and you can switch between them without losing your place:

Switching keeps the view stable, so flipping to perspective to check depth and back to flat to keep designing is painless. You can also look through a camera you've placed in the scene — like cutting to the "active camera" — and navigating then drives that camera directly.

How a flat shape lives in 3D

Here's the part that makes the whole thing work: a flat shape stays a flat shape, but it can be placed and turned anywhere in 3D.

Each shape (or each letter, each row) carries its own placement — a position, an orientation, and a scale. So you can tilt a flat logo so it recedes into the distance, stand text up like a billboard, or lay a panel flat on the ground. The shape itself is still the same crisp flat artwork; it's just oriented in space.

This is why flat work in DNA never feels "stuck to the screen." Tilting a flat shape with its orientation does not turn it into heavy 3D geometry — it stays light and sharp, just angled. Only genuinely three-dimensional content (a shape pushed into real depth) becomes scene geometry.

The per-row orientation value is the @orient attribute, and flat shapes can also carry the @analytic attribute (see Analytic shapes). You rarely touch these by hand — placement tools and nodes set them for you — but they're there if you want to drive placement with an Expression.

Crisp vector work, in a real scene

Flat shapes in DNA are resolution-independent. Zoom in and edges stay clean; the picture is drawn fresh at whatever size and angle it ends up, rather than being baked into pixels early. That holds true even when the shape is tilted in perspective or seen through a scene camera.

Because of this, your 2D vector work and your 3D scene aren't two separate pipelines that meet at the end — they're rendered together into the same image. A flat title can sit in front of a 3D product shot, or behind it, or be lit by the same lights, all in one go.

Stacking flat work into layers

When you do want classic layer-style compositing — this on top of that, with blend modes and opacity — you promote content into ordered layers. A flat design naturally falls into this stacked-layer behaviour, and a layer can even contain a whole 3D scene of its own.

You don't set up a separate compositing document for this; layers are just an arrangement of the objects you already have. See Layers & compositing for how stacking, blend modes, and track mattes work.

See also