FilamentSceneView
All-in-one entry point for the common single-view case: declares a scene and renders it through one viewport in a single call. Equivalent to a rememberFilamentScene feeding one FilamentView — reach for those directly when you need multiple views over one scene, or to hoist the scene as a value.
content is the scene declaration (lights, models, primitives); the viewport's look is configured by value via cameraState and postProcessing.
FilamentSceneView(
modifier = Modifier.fillMaxSize(),
cameraState = cam,
skyboxState = sky,
postProcessing = PostProcessing(bloom = Bloom(strength = 0.2f)),
) {
DirectionalLight(intensity = LightIntensity.LuminousPower(100_000f))
GltfInstance(asset = duck)
}Parameters
Modifier for the view's layout node.
Engine backing the scene. Defaults to a dedicated engine created and destroyed with this composable. Pass a rememberFilamentEngine value to share an engine.
Hoisted camera state. The default constructs a new state.
Hoisted handle exposing the live View/Renderer and pick().
Optional hoisted skybox state. Null = no skybox (the default).
Optional hoisted IBL state. Null = no IBL (the default).
Per-view post-processing and render-quality configuration.
Skip rendering of objects outside the camera frustum.
Shadow technique for the whole view (Shadows.Pcf/Shadows.Pcfd/Shadows.Vsm/Shadows.Dpcf/ Shadows.Pcss), or null to disable shadowing entirely. Per-light shadow-map quality is set via each light's shadow (io.github.erkko68.filament.compose.scene.ShadowConfig).
Enable screen-space refraction for refractive materials.
Allocate a stencil buffer (required for stencil-based effects).
Enable alpha transparency blending for the view surface.
Scene composables (io.github.erkko68.filament.compose.scene.DirectionalLight, GltfInstance, Group, primitives, …).
Overload wiring a loaded io.github.erkko68.filament.compose.scene.Environment (from rememberKTXEnvironment / rememberHDREnvironment) into the all-in-one view without threading its two states by hand. engine and environment are required and therefore lead the list — the engine must be the same one the environment's textures were loaded on. modifier keeps its place as the first optional parameter; all other parameters match the primary overload.