Material Settings(マテリアル設定)



Material ‣ Settings and Shader Editor ‣ Sidebar ‣ Settings


Multiple Importance Sample (多重重点サンプル)

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; otherwise it will be disabled.

Transparent Shadows (透過性の有る物体の影)

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

Displacement Method

Method used to perform Displacement on materials.

Displacement Only


Bump Only

When executing the surface shader, a modified surface normal is used instead of the true normal. This is a less memory intensive alternative to actual displacement, but only an approximation. Surface silhouettes will not be accurate and there will be no self-shadowing of the displacement.

Displacement and Bump




For dense volumes lit from far away Distance sampling is usually more efficient.

Equiangular (等角)

光源がボリュームの内部もしくは近くに存在する場合 Equiangular サンプリングの利用がより望ましいでしょう。

Multiple Importance (多重重点)



Interpolation method to use for the volume objects and smoke simulation grids.


Simple interpolation which gives good results for thin volumes.


Smoothed high-quality interpolation needed for more dense volumes, but slower.


Assume volume has the same density everywhere (not using any textures), for faster rendering. For example absorption in a glass object would typically not have any textures, and so the renderer can be set to avoid taking small steps to sample the volume shader. Usually this is automatically determined by the renderer. This setting provides a manual control for cases where it is not detected.

Step Rate

Adjust distance between volume shader samples for volume shaders. This is typically used to reduce the step size for procedural shaders that add more detail with procedural textures, when it is not captured by the default step size. See Volume Render Settings for more information.