Object Properties¶
Shading¶
Reference
- Panel:
Light Linking¶
Limit light influence to specified objects, with Light Linking.
- Receiver Collection
Collection of objects that will receive light emitted from the object.
Shadow Linking¶
Limit shadows to specified objects, with Light Linking.
- Shadow Blocker Collection
Collection of objects that will act as shadow blockers for light emitted from the object.
Shadow Terminator¶
The Shadow Terminator settings help reduce artifacts that appear along the edges of low-poly or smoothly shaded objects, especially when using bump mapping. These artifacts occur when shading normals deviate from the actual geometry, causing abrupt shadow breaks.
- Normal Offset
Shifts the shadow position along the shading normal to minimize visible artifacts. The offset is measured in object space and is strongest at glancing angles to the light. A value of zero disables the bias. Increase this value if shadow breaks are visible, but avoid excessive values to prevent light leaks. The amount of faces affected by the bias is controlled by the Geometry Offset:
- Geometry Offset
Controls how many faces are affected by the normal offset. A value of zero only affects faces at grazing angles; 1.0 affects all faces. Use higher values if artifacts persist, but too much offset can distort shadows, especially with bump mapping.
Visibility¶
Reference
- Panel:
Ray Visibility¶
Objects can be set to be invisible to particular ray types. This can be used, for example, to make an emitting mesh invisible to camera rays. For instanced objects, visibility is inherited; if the parent object is hidden for some ray types, the children will be hidden for these too.
In terms of performance, using these options is more efficient that using a shader node setup that achieves the same effect.
- Camera
Makes the object visible to the Camera; this includes the viewport’s perspective in viewport rendering.
- Shadow
Enables the object to cast shadows. The object will not be capture inside the shadow maps.
Light Probes¶
Objects can be set to not be captured by certain light probe. This can be used, for example, to avoid animated object being recorded into static light probes. For instanced objects, visibility is inherited; if the parent object is hidden for some ray types, the children will be hidden for these too.
- Volume
Makes the object visible during light probe volumes baking.
- Sphere
Makes the object visible during light probe sphere capture.
- Plane
Makes the object visible during light probe plane capture.