# Overlays, 3D and the Library

> Light leaks, grain, frames and backgrounds laid over the picture, 3D scenes and models, stickers, and overlays of your own.

https://driftedit.app/manual/overlays/

## Overlays
The **Overlays** panel holds pictures that go over your footage: light leaks, film grain, dust and scratches, frames and borders, gradients, backgrounds, and 3D scenes. They are made in code, so they are sharp at any size and free to use.

- Drag an overlay onto a track above your footage, or click it to place it at the playhead.
- An overlay is a clip: trim it, move it, and change its look in the inspector.
- Light leaks and grain usually look best blended: set **Blend** to **Screen** or **Overlay** in the **Video** tab.

![The Overlays panel](https://driftedit.app/manual/shots/overlays-light.webp)

*The Overlays panel*

## 3D scenes
Under **3D**, at the top of the Overlays panel: **3D model**, **Confetti 3D**, **Sparks 3D**, **Snow 3D**, **Embers 3D**, **Dust in a beam** and **3D text** (the studio's typefaces, extruded and lit). They are drawn by DriftEngine at the clip's time, so the preview and the export show the same frame. Place them like any picture; their settings are in the inspector.

### 3D models
Press **Import a model** at the top of the Overlays panel and choose the file: the model goes into the bin and onto the timeline at the playhead, fitted to the frame and lit. You can also drop a model file anywhere on the studio, or press **Import a model** in a **3D model** clip's inspector.

DriftEngine reads the formats 3D artists and stores use: glTF (`.glb`, `.gltf`), OBJ, FBX, USD (`.usdz`, `.usda`, as an iPhone scan makes), STL, 3MF, Blender (`.blend`), and DriftEngine's own `.drft`, a baked scene that streams in at full detail.

> [!TIP] Bring the textures with the model
> An FBX, OBJ or glTF often keeps its colours and details in image files beside it. Choose the model **and** its texture files together, or import the `.zip` they came in: they go into the bin as one item and the model shows with its textures. A model imported without them shows plain, and the studio says so.

In the inspector, a 3D model's settings come first, each keyable:

- **The camera**: **Orbit** (how far it goes round in the first five seconds), **Start angle**, **Spin speed**, **Size**, **Camera height**, **Lens** (wide or long) and **Push in** (moving closer over the clip).
- **The light**: **Light direction** and **Light height** move the main light round and up, with its **Light colour** and **Light brightness**; **Fill light** sets how dark the shadows are; **Rim light**, in its **Rim colour**, outlines the model from behind so it stands out from the footage.

## Stickers
**Library**, **Stickers** has shapes, arrows, emoji-style marks and badges to drop on the picture. Move, scale and turn them in the viewer. **Follow what moves** in Techniques can pin one to a moving subject.

## Overlays of your own
**New overlay** opens the creator: build one from the catalogue's overlays with its blend and length, or write it in GLSL (checked on WebGL 2 and WebGPU as you type). **Save** keeps it under **Yours**, **Export** saves a `.driftoverlay` file to share, and **Open** brings one in. Signed in, yours follow you to your other devices.

The chapter [Reference](https://driftedit.app/manual/reference/) lists every overlay.
