ViewPort3D

The ViewPort3D is 2D element which is used to project and display 3D content.
		 [<ViewPort3D>]
		    [<ViewPort3D.Camera>]
		        <!-- Camera definition -->
		    [</ViewPort3D.Camera>]
		    [<ViewPort3D.Models>]
		        <!-- Scene definition (Model3Ds) -->
		    [</ViewPort3D.Models>]
		 [</ViewPort3D>]
	

Cameras

OrthographicCamera

The OrthographicCamera defines an orthographic project of the 3D scene.
		 [<OrthographicCamera] Position="0,0,5" LookAtPoint="0,0,0" Up="0,1,0" Width="4" NearPlaneDistance="1" FarPlaneDistance="20" />
	
Notes: Width defines the width of the projection and is in model units. Height is computed by the aspect ratio of the ViewPort3D.

PerspectiveCamera

The PerspectiveCamera defines a perspective projection of the 3D scene.
		 [<PerspectiveCamera] Position="0,0,5" LookAtPoint="0,0,0" Up="0,1,0" FieldOfView="45" NearPlaneDistance="1" FarPlaneDistance="20"/>
	
Notes: FieldOfView is the horizontal field of view and is in degrees. The vertical field of view is computed by the aspect ratio of the ViewPort3D.

Model3Ds

Model3DCollection

A 3D scene is build primarily of Model3DCollections which render no content, but are used to group a and transform their children.
		 [<Model3DCollection>]
		     [<Model3DCollection.Transform>]
		         <!-- Optional Transform3D Definition -->
		     [</Model3DCollection.Transform>]
		     [<Model3DCollection.Children>]
		         <!-- More Model3Ds -->
		     [</Model3DCollection.Children>]
		 [<Model3DCollection>]
	

Lights

Note: There is a bug in build 4074 where the color assigned to a light is not converted from scRGB before being used by sRGB render targets (i.e., Direct3D).

AmbientLight

Adds constant omni-directional lighting to the scene
		 [<AmbientLight] Color="White">
		      [<AmbientLight.Transform>]
		         <!-- Optional Transform3D Definition -->
		      [</AmbientLight.Transform>]
		 [</AmbientLight>]
	

DirectionalLight

Adds constant directional light to the scene. This approximates the effect one gets when the light source is very far away (i.e. the sun).
		 [<DirectionalLight] Color="White" Direction="-1,-1,-1">
		      [<DirectionalLight.Transform>]
		         <!-- Optional Transform3D Definition -->
		      [</DirectionalLight.Transform>]
		 [</DirectionalLight>]
	

PointLight

Adds light to a portion of a scene which diminishes with distance. Point lights emit light in all directions.
		 [<PointLight] Color="White" Position="-2, 0, 2" Range="10" ConstantAttenuation="1" LinearAttenuation="1" QuadraticAttenuation="1">
		      [<PointLight.Transform>]
		         <!-- Optional Transform3D Definition -->
		      [</PointLight.Transform>]
		 [</PointLight>]
	

MeshPrimitive3D

A MeshPrimitive3D combines a Mesh3D and a Material to render.
		 [<MeshPrimitive3D>]
		      [<MeshPrimitive3D.Transform>]
		         <!-- Optional Transform3D Definition -->
		      [</MeshPrimitive3D.Transform>]
		      [<MeshPrimitive3D.Mesh>]
		          <!-- Mesh3D Definition -->
		      [</MeshPrimitive3D.Mesh>]
		      [<MeshPrimitive3D.Material>]
		          <!-- Material Definition -->
		      [</MeshPrimitive3D.Material>]
		 [</MeshPrimitive3D>]
	

Mesh3D

A Mesh3D describes a triangle based geometry.
		 <Mesh3D
		     TriangleIndices="0 1 2 2 1 3"
		     TextureCoordinates="0,0 0,0 0,0 0,0"
		     Normals="0,1,0 0,1,0 0,1,0 0,1,0"
		     Positions="-2,-1,2 -2,-1,-2 2,-1,2 2,-1,-2"/>
	
Note: The TriangleIndices are interpreted as a triangle list (as opposed to a triangle fan or triangle strip.)

Transform3Ds

TranslateTransform3D

Translates by the given offset.
		 [<TranslateTransform3D] Offset="-1,0,0" />
	

ScaleTransform3D

Scales by the given vector about the given center.
		 [<ScaleTransform3D] ScaleVector="1,-1,1" ScaleCenter="0,-.5,0"/>
	

RotateTransform3D

Applies the rotation described by the given quaternion.
		 [<RotateTransform3D] QuaternionRotation="0,0.258819045102521,0,0.965925826289068" />
	
Note: You may have noticed that RotateTransform3D has properties like Axis, Angle and Center. Unfortunately these do not work from Xaml in build 4074. You can find a small console app to construct a quaternion given an axis and angle here.
Microsoft Communities