In this panel, you will configure everything related to 3D and 2D viewports:
- Output resolution
The output resolution is the display resolution in the viewports and the calculation resolution of your materials.
The tiling options will define how your textures will be tiled on the 3D mesh with 3 options:
You can also modify the scale parameter by using the viewport icons.
In this section, you can choose the 3D mesh used in the 3D viewport.
If you select the preview sphere or the mat mesh, you have an Ambient Occlusion mixing mode (multiply or replace) to be adapted to the geometry.
In this section, you can choose among a list of environment maps or import your own one.
Supported formats: .exr and .hdr. Dimensions have to be a power of 2 (512, 1024, 2048, 4096, 8112,...)
You can choose to display it in the background of the 3D viewport or hide it.
If you hide it, you can define a color gradient as a background with a top and bottom colors.
To adjust the lighting, you can control the environment lighting rotation and exposure.
- No displacement
- Parallax occlusion mapping: create 3D definition in textured surfaces, using a displacement map (Height map)
- Tessellation: create 3D definition through the generation of new geometry using a displacement map (Height map)
You can control the amplitude and quality.
You can also modify the amplitude and quality parameters by using the viewport icons.
Quality will increase the subdivision of the mesh. It will increase the rendering time of your material.
You can activate or deactivate the shadows generation and their opacity.
You can also activate/deactivate shadows using the viewport icons.
There are different computation types depending on how you want the shadows to render: