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Clarisse 5.0 Reference Guide

The 3D View allows you to freely navigate and manipulate your 3D scenes. You can edit, animate items and even render materials and lights. As most widgets related to rendering, it is color managed according to the application settings.

Note

This widget relies on Tools to manipulate the item of the scene.

This widget requires OpenGL 4.0.

 

Unlike other 3D packages, Clarisse can use its real-time CPU ray tracing engine to render the scene. This means that it only requires a basic graphics card to manipulate and display very complex scenes. While the 3D View provides all basic display modes and wireframe display, it can also perform high quality progressive rendering of the final scene.

 

Even if the 3D View doesn't require high-end graphics card, it can still leverage from GPU* to speed up rendering. For more information please refer to Rendering Hardware Device Selection.

 

3D View in Progressive Rendering mode

3D View in Progressive Rendering mode

 

(1) 3D View (2) HUD Display (3) Save Render To Disk (4) Playblast (5) 3D View Options (6) Selection Picking Mask (7) Look through (8) Autofit Selection Toggle (9) Toggle HUD Display (10) Display Quality (11) View Transform (12) Exposure (13) Gamma (14) Enable Real-time Denoising* (15) Denoising Strength* (16) Shading Layer Selection (17) Rendering Mode (18) Wireframe Overlay Toggle (19) Enable Ambient Occlusion (20) Ambient Occlusion Distance (21) Shading Quality Multiplier (22) Refinement Count (23) Create Camera From Current View (24) Link Visibility (25) Display Selection Mode (26) Rendering Hardware Device Selection

 

*Requires a NVIDIA graphics card meeting specifications. For Denoiser specifications please refer here. For GPU rendering specifications please refer there.

Navigation Basics

You can navigate in your 3D scene using the Free View. The Free View is a dedicated perspective camera allowing you to freely navigate in your 3D scenes.

Orbiting Viewpoint

To orbit the viewpoint, press Alt+click in the 3D View. Drag in any direction to orbit around the center of interest.

Moving Viewpoint

To move the viewpoint, press Alt+Middle-click in the 3D View. Drag in any direction to move both the viewpoint and its center of interest in the view plane. To move forward or backward,  press Alt+Right-click in the 3D View. Drag right or down to move forward, and left or up to move backward.

Fitting View

You can fit the view to its content by pressing F. If no item is selected, it fits the view to the bounding box defined by the displayed items. On the other hand, if one or multiple items are selected, it will fit the view to bounding box defined by the selection. To frame all items, press A.

Auto Fit

It is possible to auto fit the view to the selection by clicking on (8).

Pick Fit

To pick an interest and frame the viewpoint, press Ctrl+Alt+Click in the 3D View. Drag in any direction to frame the new viewpoint.

Look Through

The Look through (7) button allows you to switch and manage the different viewpoints of the 3D View to view your scene through orthographic or perspective cameras as well as any selected lights or cameras.

Viewing Through a Camera or Light

To view the scene through a selected item press the L key or press Look through (7) and select Browse... to choose an item of the project.  Press L again to switch back to the previous free view viewpoint or Ctrl+L to switch to the free view while keeping the current viewpoint. It is also possible to cycle through previous viewed items in the item viewpoint history by pressing Shift+L. You can also set the viewpoint through the item viewpoint history by clicking on (7). To clear the item viewpoint history, click on (7) and select Clear.

Orthographic Views

It is possible to view the scene through orthographic projections. Press Tab to switch the view to the closest orthographic view. Press Tab again to switch back to the closest perspective view. Alternatively, you can press Shift+Tab to switch back to the previous perspective view. All these actions are available from the popup menu that is displayed when you press Look through (7) by selecting Closest Ortho View, Closest Free View or Previous Free View respectively.

 

To view the scene through a selected item press the L key or press Look through (7) and select Browse... to choose an item of the project.  Press L again to switch back to the previous free view viewpoint or Ctrl+L to switch to the free view while keeping the current viewpoint. It is also possible to cycle through previous viewed items in the item viewpoint history by pressing Shift+L. You can also set the viewpoint through the item viewpoint history by clicking on (7). To clear the item viewpoint history, click on (7) and select Clear.

 

It is also possible to set the viewpoint to one of the predefined orthographic projections by selecting it in the popup menu or pressing the attached shortcut. By pressing 3 and 9 hotkeys, you can either rotate the view clockwise or counterclockwise. You can also use the arrow keys to rotate around the axis of the current projection so that if you are viewing from Top, Left and Right rotate around the Y axis and Up and Down around Z.

 

 

Note

It is possible to set the orthographic view by right-clicking in the view and choosing the one you want from the popup menu.

Clipping Planes

By default, orthographic projection displays the entire scene. This can be confusing sometimes because of some geometries that may occlude the actual area of interest. This is why it is possible to define per axis clipping planes to define the bounding volume of the area of interest so that everything outside the planes is clipped from the view. To define clipping planes click on the 3D View Options (5) to display the options of the 3D View. In Display > Orthographic section enable Enable XYZ Clipping and set the X/Y/Z Axis Clipping to the corresponding minimum and maximum clipping range you wish to use.

Note

You can enable/disable clipping by right-clicking in the view and choosing Use Clipping Planes in the popup menu.

 

Clipping ranges are always defined in world space units. For example, if you want to isolate your view to only display the scene between the -2.0 m and 2.0 m range using a Front orthographic projection, you just need to set Z Axis Clipping to -2.0 m and 2.0 m.

 

When no clipping is set the view is obfuscated because of a large sphere

When no clipping is set the view is obfuscated because of a large sphere

Setting Clipping Planes to to -2 m and 2 m in all axis reveals the view. Note the darker outer region showing the axis of the other clipping planes

Setting Clipping Planes to to -2 m and 2 m in all axis reveals the view. Note the darker outer region showing the axis of the other clipping planes

Grid Size and Ruler

It is possible to display a ruler or change the size of the background grid in the 3D View Options (5). In Display > Orthographic section, edit Grid Density to change the background grid size and Enable Display Ruler to display the ruler.

 

Display Ruler enabled

Display Ruler enabled

HUD Overlay

You can toggle on and off the HUD by clicking on (9). The HUD display can also be fully configured. Click on the 3 dots next to the button to pop up the HUD options.

Option

Description

Tool Help

Display the help of the currently selected tool.

Primitives Statistics

Display primitives and geometry statistics.

Render Statistics

Display render statistics such as the refinement count.

Mouse Position

Display the position of the mouse in world space.

Color Information

Display the name of the current view transform.

Camera Information

Display the name of the viewpoint item.

Link Visibility Information

Display the name of the item linked to the 3D View.

Shading Information

Display the rendering mode.

Current Frame

Display the current frame

Current and Last Frame

Display both current and last frame

Scene Timecode

Display the current frame timecode

Project Name

Display the name of the project/build

Frames Per Second

Display the frame per second.

Show Safe Frame

Enable or disable the display of the safe frame overlays.

Caption

Display the caption of each visible frame.

Live Area

Display the Live Area (image render frame).

Action

Display the user defined Action overlay.

Title

Display the user defined Title overlay.

User

Display the user defined User overlay.

Show Overlay

Display the composition guide selected in Overlay

Overlay

A selection of composition guide overlays useful when doing scene layout and set dressing.

Mirror X

Mirror the composition guide in X axis (flip horizontally)

Mirror Y

Mirror the composition guide in Y axis (flip vertically)

Safe Frame Overlays

It is possible to display safe frame overlays when viewing the scene through a camera through the HUD Options (9). There are multiple frames available which some are user configurable. Note that Safe Frame Overlays is a global application settings found in either the 3D View or Image View sections of the preferences panel.

Frame

Description

Live Area

When enabled displays an frame surrounding the full frame of the camera based on the aperture size and image resolution.

Action

When enabled displays an user configurable frame that should be used to define where the action is located.

Title

When enabled displays an user configurable frame displaying the area of the title.

User

When enabled displays an user configurable custom frame.

 

By enabling Caption the overlay will display the caption or label of each frame. The Live Area frame is defined by the camera aperture and the image resolution defined in the project. For more information about the project resolution please refer to Rendering with Clarisse > Render Resolution. With the exception of the Live Area, all other frames are user configurable as a percentage of the Live Area.

 

Safe Frame Overlay displaying the different frames

Safe Frame Overlay displaying the different frames

 

Note

Displaying the content of an Image, a Layer 3D or linking the 3D View to a Render Scene, automatically ignores the default project resolution by setting the Live Area to the actual ratio defined by the render.

Composition Guide Overlay

It is possible to display composition guides overlays to help with your scene composition. In the HUD Options (9) make sure to enable Show Overlay and then choose any of the provided overlays:

 

Rule of Thirds

Rule of Thirds

Golden Ratio

Golden Ratio

Golden Spiral

Golden Spiral

Golden Triangles

Golden Triangles

Diagonals

Diagonals

 

It also is possible to flip composition guides both horizontally and or vertically using the Mirror X and Mirror Y in the HUD options. Note that Camera Overlay is a global application settings found in either the 3D View or Image View sections of the preferences panel.

Rendering Mode

It is possible to change the rendering mode of the 3D View by clicking on Rendering Mode pulldown (17).

Mode

Description

Wireframe

Render the scene in wireframe using the color of the scene items defined by their Display Color attributes.

Constant

Render the scene in constant color using the color of the scene items defined by their Display Color attributes.

Normal (Flat)

Render the scene displaying the geometric normals

Normal (Smooth)

Render the scene display smooth normals

Simple Shading (Flat)

Render the scene with a simple Lambert material using geometric normals and the color of the scene items defined by their Display Color attributes.

Simple Shading (Smooth)

Render the scene with a simple Lambert material using smooth normals and the color of the scene items defined by their Display Color attributes.

Previz

Render the scene evaluating using the Previz light set and actual materials. To increase the quality of the render, increase the Refinement Count (22).

Progressive Rendering

Render the scene evaluating all lights  and materials. In this mode every light and material are sampled with a single sample per pixel. To increase the quality of the render, increase the Refinement Count (22).

 

It is possible to control the rendering mode of scene items using their Display Mode attributes. For more information please refer to Display Mode.

Save Render to Disk

You can save the current rendered display by clicking on (3).

Note

The 3D View has to finished to compute the current render displayed in the viewport before being able to save the image.

Display Mode

It is possible to control the rendering mode of each scene item using their Display Mode attributes. This attribute controls the rendering mode of each item when displayed in the 3D view. The display mode of items isn't an actual override. The attribute control the maximum rendering capacity the item. When the 3D View is set to Simple Shading, the item that have their Display Mode set to previz will still be rendered in Simple Shading. However, if their Display Mode is set to wireframe, they are rendered in wireframe.

Mode

Description

None

No highlight

Bounding Box

Display an orange bounding box overlay on selected items

Wireframe

Display an orange wireframe overlay on selected items

Both

Display both a bounding box and wireframe on selected items

Previz Lightset

It is possible to create your own lightset used when Display Mode is set to Previz mode. To create your own lightset, you must create a new group and put your lights inside. Then go to Edit > Preferences... > Rendering. Click on Pick Previz Light Set and choose your group. Make sure to set Previz Light Set to Use Custom Light Set. The custom lightset is automatically saved in the configuration file.

Note

The previz lightset is always copied when selected. When you modify any lights that are in the group that defined the lightset, the previz lightset isn't updated. To apply the modifications, you must set the previz lightset once again.

Selection Display Mode

Using the 3D View Options, you can control how selected items are highlighted in the 3D View. Note that you can also control how selected items are highlighted in the 3D View directly at the object level  via the Highlight Mode attribute found in the Attribute Editor.

Wireframe Overlay

To enable Wireframe Overlay press (18).

Ambient Occlusion

When Rendering Mode isn't set to Previz or Progressive Rendering, it is possible to enable Ambient Occlusion. Ambient Occlusion is very useful during set-dressing and layout as it displays contact shadows between objects. To enable Ambient Occlusion press (19).

 

Without Ambient Occlusion it is hard to tell if the sphere is above or sitting on the plane

Without Ambient Occlusion it is hard to tell if the sphere is above or sitting on the plane

With Ambient Occlusion we can see the sphere is sitting on the plane

With Ambient Occlusion we can see the sphere is sitting on the plane

 

It is also possible to set the maximum Ambient Occlusion Distance using (20).

 

By default, the distance is infinite so here we can't see our scene as it is enclosed in a box

By default, the distance is infinite so here we can't see our scene as it is enclosed in a box

Setting the distance to 1m resolves the problem

Setting the distance to 1m resolves the problem

 

 

It is also possible to control the Raytraced Ambient Occlusion in the 3D View Options (3).

Sampling Quality

You can control the sampling quality (21) of all materials rendered in the 3D View when in Previz mode. By default, the quality is set to 10%. Shaders are evaluated using only a tenth of the original samples. This is a display only value, it doesn't modify the actual sampling values of the materials. It is recommended to use the Refinement Count (22) instead. This value can also be numerically increased to go beyond 100%. In that case original sampling values are increased.

Real-time Denoiser

To enable real-time denoising click on the denoiser button (14) while in Previz or Progressive Rendering mode. It is possible to adjust the strength of the denoiser using the mini slider (15) next to the icon. When set to 100%, the 3D View displays the fully denoised output. You can adjust this mini-slider if the result of the denoised render is too blurry. This typically happens if there are not enough samples for the denoiser to resolve the noise. To improve the results we strongly advise you to set the progressive rendering iteration count to a minimum of 4 iterations using Refinement Count (22).

 

In order to work properly your hardware must meet the following specifications:

Minimum

Recommended

NVIDIA GPU with CUDA compute capability 3.0 Kepler architecture

2 graphics cards with at least one NVIDIA GPU with CUDA compute capability 5.0 or higher on NVIDIA Maxwell/Pascal/Volta or higher GPU architecture

 

You can also control the denoiser to use Albedo and World Normal by using respectively Optix Denoiser Use Albedo and Optix Denoiser Use World Normal to guide the denoiser to improve its results directly in the 3D View Options (10) as well as the Display Quality level the denoiser kicks in. Note that this can sometimes lead to the opposite effect as it may degrade the quality of the denoised render. In that case, uncheck the Optix Denoiser Use World Normal and/or Optix Denoiser Use Albedo.

Display Quality

Thanks to progressive rendering, you can change the display quality and balance between display speed and quality. To change the current display mode quality, press Display Quality (10).

Mode

Description

Fps Driven

Rendering is driven by its average frame per second. To adjust the 3D View refresh rate, press Ctrl+K or go to Edit > Preferences... Under Evaluation tab adjust Layout View Refresh Rate. A lower refresh rate increases quality but has slower feedback.

1/4 Resolution

The 3D View renders the scene in quarter resolution before interrupting its rendering. (Default)

1/2 Resolution

The 3D View renders the scene in half resolution before interrupting its rendering. (Default)

Full Resolution

Render the scene in full resolution before interrupting the rendering.

Color Correction

You override the default view transform defined in the application preferences using the View Transform selection button (11). To change the default View Transform used by all widgets displaying images go to Edit > Preferences... > Color Management. For more information about color management in Clarisse, please refer to Color Management section.

Exposure

You can adjust the exposure by modifying the exposure knob (12). By default, it is set to 0.0. Clicking on the exposure icon resets the exposure to its default value.

Gamma

You can adjust the gamma by modifying the gamma knob (13). By default, it is set to 1.0. Clicking on the gamma icon resets the gamma to its default value.

Shading Layer

By default, while in Previz or Progressive Rendering modes, the 3D View renders the scene with the actual materials assigned to the geometries. It is possible to using a Shading Layer to define material assignment in the scene. To use a Shading Layer, simply drag and drop a Shading Layer to the 3D View or click on the Shading Layer Selection button (16) to browse for any Shading Layers. For more information on Shading Layers please refer to Shading Layer section.

Linking Visibility

It is possible to explicitly link the visibility to a selected item by pressing the Link Visibility button (24). When linked to an item the 3D View only displays the current selection until the view is unlinked. For example, you can link the 3D View visibility to a scatterer to edit it in isolation. When a 3D View is linked, changing the selection in the application does not unlink it automatically. It must be explicitly unlinked by holding Ctrl and Clicking on Link Visibility button (24).

Linking/Unlinking the view to an item

To link the view to the current selected item, just press the Link Visibility button (24). To link to a new item, just select your new item and press the Link Visibility button to update the view. Alternatively, you can link the 3D View to a specific item, without selecting it, by clicking on the 3 vertical dots next to the Link Visibility button (24). This brings an item picker to let you browse freely for the specific item you are looking for.

 

To remove the link simply hold Ctrl and click on the Link Visibility button (24).

Build Assembly Extension

Link Visibility is a very important feature of the build assembly workflow. It allows you to link the 3D view to any Scene Assembly nodes of the build without setting them as Vizroot. This way you can visualize the result at any point of your build and freely perform edits on any upstream nodes set as Vizroot.

Note

When linking the visibility to a Render Scene, the 3D View automatically attaches itself to the shading layer and the camera of the scene. That way you quickly get an accurate interactive preview of your Render Scene.

Display Selection

As it's possible to link the visibility to a node different than the Vizroot, items may have two different representations because of upstream Edit or Override nodes. In other cases items selected in the Vizroot may simply be missing because of Isolate or Prune operations occurring downstream. For example, let's consider the following example where we have a source context build://context defining a box and a polygrid plugged to an Edit node build://edit transforming the box.

 

 

Viewing build://context

Viewing build://context

Viewing build://edit

Viewing build://edit

 

Technically, the box has two distinct transforms: an original one in build://context and an edited one in build://edit.  As the Vizroot can be different than the displayed node, the 3D View has to somehow display the two representations of the selected item. In order to solve this problem, the 3D View uses 2 color codes to identify where the selection comes from: cyan bounding boxes are used to represent items selected in the Vizroot while orange ones is used to highlight items in the viewed node. In our example, as the box has two distinct transforms, the 3D View displays two bounding boxes (one in orange and one in cyan) when selecting the box item.

 

Selecting box in build://context while viewing build://edit

Selecting box in build://context while viewing build://edit

Selecting box in build://edit while viewing build://context

Selecting box in build://edit while viewing build://context

Display Selection Mode

The 3D View have many different modes controlling what's displayed in the viewport. You can change the mode by clicking on Display Selection Mode button (25).

Mode

Description

Vizroot*

Display the content of the current Vizroot (default in Clarisse BUiLDER)

Object

Displays the latest scene item that was selected.

Context

Displays the content of current context (default in Clarisse iFX)

Group

Displays the content of latest group that was selected

Layer

Displays the content of latest layer that was selected

Image

Displays the content of latest selected image that was selected

Isolate

Displays contents put in isolation using Edit > Isolate

Browse...

Open a Item Browser to pick and lock the view on the selected item

*Only available in Clarisse BUiLDER

 

The display selection mode is sticky. While in Image mode for example, the content of the 3D View will update when a new image is selected. It is also possible to explicitly lock the view to a specific image, layer or group using Browse... in the pop up menu.

Item Visibility and Selectability

Scene items have dedicated attributes driving their visibility in the 3D View. These attributes can be found under the Display attribute group of scene items using the Attribute Editor.

 

Mode

Description

Display Visible

Toggle item visibility in the 3D View.

Display Pickable

Set if the item can be selected in the 3D View using picking tool

Display Color

Item color in the 3d View.

Display Custom Color

Sets a custom color to the item. Requires Display Color to be set to Custom.

Display Mode

Sets the item display mode.

Hiding/Unhiding Items

Item visibility can be controlled by enabling or disabling Display Visible attribute. A few shortcuts are available to help things out:

  • To Hide selected items, go to Edit > Hide Selection or press Ctrl+H.
  • To Unhide selection, go to Edit > Unhide Selection or press Shift+H.

Note

Selected hidden items will always display their bounding boxes in the 3D View.

Pickability

You can control if items are pickable by toggling on and off Display Pickable attribute. This attribute only affects the pickability of items when using picking/selection tools. Items that have their Display Pickable attributes off can be still be selected using the Browser for example.

Selection Picking Mask

It is possible to filter item's pickability by type/class of items directly in the 3D View. This way selection picking can ignore Cameras, Lights, Locators or Scene Objects. This feature can be a very useful when you are lighting, for example. Indeed, if you set the selection filter to restrict selection picking on Lights and Locators you aren't able to select unwanted items with the selection tools.

 

To activate the selection filter click on the Selection Picking Mask (6) and choose the type/class of items you want to filter out from picking.

Rendering Hardware Device Selection

It is possible to select which hardware device the 3D View is using to render the scene. A quick way to know which hardware device is currently being used by the 3D View is by looking at the information written at the bottom of the HUD.

Important

GPU Acceleration in Clarisse is based on NVIDIA RTX technology. It requires an NVIDIA graphics card based on Maxwell, or newer, GPUs. In order to get the maximum performance, we recommend you to always update to the latest graphics drivers. We also highly recommend you using NVIDIA Creator Ready Drivers when possible, for maximum stability.

GPU ray-tracing typically dramatically increases the rendering speed of the 3D view. That speed increase can be up to 100 times faster than when using CPUs. However, your GPU has probably less memory than your system RAM. Another important note is that the GPU renderer tends to use more memory than its CPU counterpart. When scene are not fitting in the memory of you graphics card, the 3D View automatically falls back to the CPU renderer.

Note

As the technology is still new, GPU acceleration is disabled by default in Clarisse. To enable GPU acceleration, go to Edit > Preferences.../3d View and set Default Hardware Acceleration Mode to Hybrid CPU/GPU which is the recommended mode.

 

The hardware device used to render the 3D View can be selected using (26). There are 4 modes available:

Mode

Description

CPU

When set to CPU, the 3D View always uses the CPUs for rendering. This is the standard way Clarisse has been rendering the 3D View, until now. All modes are supported and there are no unsupported features.

GPU

When set to GPU, the 3D View uses the GPUs to render the scene, even if there are unsupported features. This means that this mode doesn’t necessarily reflects accurately your the content of your scene. Some items or features may be missing.  In that case, the Hardware Device Selection icon will display a warning. As the GPU renderer will be continuously improved, please refer here for the list of current limitations. Please note that even in this mode, the 3D View automatically switches to CPU rendering when the rendering mode is set to either Previz, Progressive Rendering or when the GPU runs out of memory.

Hybrid CPU/GPU

When set to Hybrid CPU/GPU, Clarisse uses the GPUs but automatically falls back to CPUs when the scene can’t run on the GPU. This mode is the recommended one as the display of the 3D View is always accurate to the content of your scene.

Use Application Preferences

Use whatever setting set in Edit > Preferences.../3d View/Default Hardware Acceleration Mode.

GPU Rendering Limitations

The GPU renderer will be continuously improved so please check this page for an up-to-date list of limitations. As of today the 3D View doesn't support the following features:

  • Previz and Progressive Rendering Modes
  • Render Time Displacements
  • Clip Maps
  • Per Instance Time in Scatterers
  • Wireframe Selection Overlay
  • Evaluate Surface and Tessellate on the Fly Modes on Subdivision Surfaces
  • Curves are always displayed in Adaptive Tessellation Mode and end caps are always displayed no matter the option you chose.
  • Volumes

Rendering Playblast

It is possible to render quick animation previews directly from the 3D View using Playblast. To render a Playblast, click on (4) to bring the Playblast Window.

Option

Description

Frame Range

Define the frame range mode. By default, Frame Range is set to Timeline so it uses the frame range settings defined in the Timeline widget. It is possible to set a custom frame range by selecting Custom.

Start/End/Step

Define the custom frame range. Start and End are respectively the starting and end frame of the animation. Step is the frame step between 2 frames.

Display Size

Define the resolution of the images. By default, it uses the resolution defined by the size of the 3D View viewport. However, it is possible to set a custom resolution by selecting Custom.

Custom Size

Define the custom resolution of the images.

Display HUD

Enable/Disable the HUD overlay on the rendered images.

Shading Mode

Set the rendering mode. By default, playblast are rendered using the current 3D View Settings. It is possible to change the rendering mode by clicking on the pulldown.

Render Wireframe Overlay

Enable/Disable wireframe overlay.

Enable Ambient Occlusion

Enable/Disable ambient occlusion

Ambient Occlusion Sample Count

Set the number of samples used for ambient occlusion.

Ambient Occlusion Distance

Set the maximum distance for ambient occlusion rays.

Refinement Count

Set the number of refinements per frame.

Format

Set the output format.

Encoding

Set the output file format.

Filename

Set the output filename of the playblast sequence. Use # character to specify image sequence padding.

 

Click on Make Default to set current settings as new default. Click on Reset to reset settings to default. Click on Start to start the render the playblast and Stop to interrupt the playblast rendering.

3D View Options

By clicking on 3D View Options (5) in the 3D View toolbar, you can display the 3D View Options window on which you can control additional settings that are not necessarily available in the toolbar.

Option

Description

Display Axis

Enable or disable the drawing of the 3D View world axis located on the bottom left of the view.

Display Grid

Enable or disable the drawing of the 3D View grid.

Grid Size

Set the size of the 3D View grid. By default, it is set to 10 distance units (Metric by default).

Anti Aliased Lines

Enable or disable OpenGL line antialiasing when drawing 3D View grid, 3D icons and manipulators. This settings is on by default.

Icon Size

An Icon in the 3D View is the 3D drawing or representation of an item that doesn't define by a real geometry underneath. For example, this is the case for lights and cameras which need icons to be properly displayed and manipulated in the 3D View. This settings allows to control the size of all icons. By default, it is set to 0.5 unit. This setting doesn't affect gizmos/manipulators. To change the size of the gizmos/manipulators go to Edit > Preferences.../User Interface and change Gizmo Size

Use Rich Icons

When Use Rich Icons is enabled, the drawing of light cones and camera frustum is kept displayed even if items are unselected.

Selection Display Mode

Control how selected items are displayed in the 3D View. For more information please refer to Selection Display Mode.

Integration Model

The Integration Model sets which rendering integrator used when set to Previz or Progressive Rendering mode. For more information on this subject please refer to Integrators

Background/Foreground Plates

It is possible to set an image or a texture as foreground or background image in the 3D View. To set a foreground or a background image click on Background Plate or Foreground Plate and simply choose for a texture or image in the project.

Background/Foreground Opacity

Set the opacity of the Background/Foreground plates.

Background/Foreground Fit Mode

Set how Background/Foreground plates should be scaled to fit the 3D View viewport. When set to Horizontal, Vertical, Fill the rescaling keeps the aspect ratio of the original plates. When set to remap, the plate is rescaled to match the resolution of the viewport.

Enable Ambient Occlusion

Enable Raytraced Ambient Occlusion on supported modes.

Ambient Occlusion Samples

Set the number of samples used per refinement pass for the ambient occlusion

Ambient Occlusion Distance

Set the maximum distance a ray should travel away from the surface to find for an occluder. This feature is very useful in the event you have a dome surrounding your scene in which case, the whole scene would be rendered black.

Grid Density

Set a visual hint for the background grid cell density used when in orthographic projections.

Display Ruler

Enable or disable the display of the rule in orthographic projections.

Enable XYZ Clipping

Enable or disable clipping planes when in orthographic projections.

X Axis Clipping

Define the X axis clipping plane positions (min, max) in world space.

Y Axis Clipping

Define the Y axis clipping plane positions (min, max) in world space.

Z Axis Clipping

Define the Z axis clipping plane positions (min, max) in world space.

 

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