Material Settings


Material Settings.


Multiple Importance Sample

By default objects with emitting materials use both direct and indirect light sampling methods, but in some cases it may lead to less noise overall to disable direct light sampling for some materials. This can be done by disabling the Multiple Importance Sample option. This is especially useful on large objects that emit little light compared to other light sources.

This option will only have an influence if the material contains an emission node; it will be automatically disabled otherwise.

Transparent Shadows
Use transparent shadows if it contains a Transparent BSDF, disabling will render faster but will not give accurate shadows.


Similar volume settings as the World settings per material.



These Options are only available if Experimental Feature Set is turned on.

Displacement Method

Method used preform Displacement on materials.

True Displacement
Mesh vertices will be displaced before rendering, modifying the actual mesh. This gives the best quality results, if the mesh is finely subdivided. As a result, this method is also the most memory intensive.
Bump Mapping
When executing the surface shader, a modified surface normal is used instead of the true normal. This is a quick alternative to true displacement, but only an approximation. Surface silhouettes will not be accurate and there will be no self-shadowing of the displacement.
Displacement + Bump
Both methods can be combined, to do displacement on a coarser mesh, and use bump mapping for the final detail.

Viewport Settings

Viewport Color


Viewport Specular


Viewport Alpha

Blend Mode

Blend modes for transparent faces.

Render color of textured face as color.
Render transparent and add color of face.
Alpha Clip
Use the image alpha values clipped with no blending (binary alpha).
Alpha Blend
Render polygon transparent, depending on alpha channel of the texture.
Alpha Sort
Sort faces for correct alpha drawing (slow, use Alpha Clip instead when possible).
Alpha Anti-Aliasing
Use texture alpha ad an anti-aliasing mask, requires multi-sample OpenGL display.

Pass Index

Pass Index
Index number for the Material Index render pass. This can be used to give a mask to a material and then be read with the ID Mask Node in the compositor.