Overview
Override 3D is a pass-through node: it lets the scene through untouched but overrides in bulk some properties of every object it contains. For example, rendering all objects as wireframe without touching their source node.
Two main use cases:
- Isolated passes / special looks on the fly - force visibility/lighting/matte to generate a specific render without duplicating the source nodes.
- Setting up Text 3D and 3D particles - these nodes do not offer the Visibility/Lighting/Matte/Object ID controls themselves. The only way to set them is to send them through an Override 3D.
Where to find this node
- Effects Library:
Tools > 3D > Override 3D - Quick add: right-click in the Node Editor →
Add Tool > 3D > Override 3D
Inputs
- SceneInput (orange) - required. Accepts the output of a
Merge 3Dor of any node that produces a 3D scene.
Setup
Override 3D sits in the stream between two nodes:
Merge 3D → Override 3D → Renderer 3D
For Text 3D nodes or pEmitter systems:
Text 3D → Override 3D → Merge 3D → Renderer 3D
How the "Do Xxx" boxes work
The Controls tab works with a two-level system for each category of properties:
- A Do [Option] checkbox that enables the override for that category. Unchecked = the Override leaves the property untouched.
- The [Option] controls themselves, only visible when the Do box is checked, which set the new value applied to every upstream object.
Rule: if you don't check any Do Xxx box, Override 3D does nothing - it is a pure pass-through node.
Controls tab
Each category has a Do box that unlocks its parameters. The values themselves are documented on the pages of the nodes that expose them in the first place (Image Plane 3D, Cube 3D, Shape 3D, …).
- Do Lighting
- Forces the lighting options (Affected by Lights, Shadow Caster, Shadow Receiver). Typical use: turning off light influence for a pure texture render.
- Do Visibility
- Forces visibility (Visible, Unseen by Cameras, Cull Back Faces). For example, it lets you temporarily hide every object to render only the visible lights (rare but possible).
- Do Matte
- Forces the matte properties (Is Matte, Opaque Alpha, Infinite Z). Useful to produce masks out of the Renderer 3D.
- Do Blend Mode
- Forces a blend mode (Add, Multiply, Screen, …) on every object. A global "additive" look with one click.
- Do Normals / Tangents
- Overrides the objects' normals/tangents. Use it sparingly - it often breaks the shading.
- Do Object ID
- Forces a single Object ID on every object. Combined with an ID render pass, it lets you generate a mask that isolates this sub-scene.
Text 3D & particles: why it is essential
Text 3D nodes and 3D particle systems (pEmitter in 3D mode) do not expose the Visibility, Lighting, Matte, Blend Mode and Object ID controls in their own Inspector.
If you want a 3D text to be a Shadow Caster, invisible to the camera or tagged with a specific Object ID, the only method is to plug it into an Override 3D and set the property you want there.
Text 3D → Override 3D (Do Lighting, Shadow Caster on) → Merge 3D
Use cases
- Global wireframe pass - Override after a Merge with Do Visibility checked and Wireframe enabled (through an associated node) for a technical render of the whole scene.
- Falloff pass - turn off Affected by Lights on every object, and combine it with a
Replace Material 3Dapplying a Falloff shader. A false color render for analysis or compositing. - Matte pass / ID pass - force every object to an opaque matte (or a given Object ID), render, and get a mask that isolates the whole scene.
- Text 3D with shadows - a
Text 3Dalone doesn't cast shadows. Send it through an Override 3D with Do Lighting + Shadow Caster enabled so it casts shadows on the ground. - Particles hidden from the camera - a 3D pEmitter whose particles should be invisible to the camera but visible to the lights: Override with Do Visibility + Unseen by Cameras.
Tips & pitfalls
- Only enable the Do Xxx boxes you need - leave the others unchecked so you don't silently overwrite settings made elsewhere.
- The Override replaces existing values, it doesn't add to them. If your objects were set up differently, those settings are lost.
- For a per-object effect (rather than a global one), prefer
Replace Material 3Dor work directly on the source node. - Two cascaded Override 3D nodes apply one after the other - the last one "wins" for the properties it overrides.
- Debug - if an object doesn't react as expected, temporarily uncheck the relevant Do Xxx box to find out whether the Override is forcing the value or an upstream setting is.
Settings tab
The Settings tab has the options shared by 3D nodes.
