******* Options ******* .. figure:: /images/render_blender-render_materials_properties_options.png Material Options panel. This panel provides a series of control options concerning how objects using this material will appear in the rendered image. All controls are default "Off" unless otherwise stated. Traceable Include this material and the geometry that uses it in ray-tracing calculations. See :doc:`Transparency ` for details of ray-tracing. Full Oversampling Force this material to render full shading and textures for all :doc:`anti-aliasing ` samples. Sky Render this material with zero alpha, but with :doc:`sky background ` in place (scanline only) Use Mist Use :doc:`mist ` on this material (see "World Settings" for more details) Invert Z depth Render material's faces with an inverted Z buffer (scanline only) Z Offset Give faces an artificial Z offset for Z transparency. Light Group Limit lighting to lamps in this :doc:`light group `. Exclusive Uses the :doc:`light group ` exclusively. These lamps will be excluded from other scene lighting. Local When linked in, uses local :doc:`light group ` with the same name. Face Textures Replace object's base color with color from :ref:`UV map ` image textures. Face Textures Alpha Replace object's base alpha with alpha from :ref:`UV map ` image textures. Vertex Color Paint Replace object's base color with :ref:`vertex paint ` colors (multiply with 'texture face' face assigned textures) Vertex Color Light Add :ref:`vertex paint ` colors as additional lighting. (This can be used to produce good incandescence effects). Object Color Modulate the result with a per object color. See :doc:`Object Display panel `. UV Project Use to ensure UV interpolation is correct for camera projections (use with :doc:`UV Project Modifier `). Pass Index Index number for the Material Index render pass.