# 3D text ## Introduction In a project, there may be times when text needs to be created as part of a 3D scene and not just in the HUD. Pandemonium provides two methods to do this. The Label3D node and the text mesh for a MeshInstance node. This page does **not** cover how to display a GUI scene in a 3D environment. For information on how to do that see `this ( https://github.com/Relintai/pandemonium_engine-demo-projects/tree/master/viewport/2d_in_3d )` demo project. ## Label3D ![](img/label_3d.png) Label3D behaves like a label node but in a 3D space. Unlike label node this can not inherit properties of a GUI theme. However its look remains customizable and uses the same DynamicFont and BitmapFont subresources control nodes use. Label3D has minimal interaction with a 3D environment, it can be lit up and shaded by light sources if the shaded flag is enabled, but it will not cast a shadow, even with cast shadow turned on under the nodes GeometryInstance3D settings. This is because the node is a quad mesh (one glyph per quad) with transparent textures and has the same limitations as Sprite3D. See `this page ( doc_3d_rendering_limitations_transparency_sorting )` for more information. ## Text mesh ![](img/text_mesh.png) Text meshes have similarities to Label3D. They display text in a 3D scene, and will use the same DynamicFont subresource. However text is 3D and has the properties of a mesh. A text mesh cast shadows onto the environment and can have a material applied to it. Here is an example of a texture and how it's applied to the mesh. ![](img/text_mesh_texture.png) ![](img/text_mesh_textured.png) There are two limitations to text mesh. It can't use bitmap fonts, or fonts with self intersection.