Object Properties ‣ Visibility

Veja também

There are several other general visibility properties.

Capturador de sombras

Enables the object to only receive shadow rays. It is to be noted that, shadow catcher objects will interact with other CG objects via indirect light interaction. This simplifies compositing CGI elements into real-world footage.


The Shadow Catcher outputs different results depending on if the Shadow Catcher pass is enabled in Render Layer settings. With the Shadow Catcher pass enabled, all indirect light interactions are captured. With it disabled, a simple approximation is used instead. The simple approximation is used in viewport rendering.


Exemplo de capturador de sombras. Note como o material do plano ainda pode ser visualizado nas esferas.

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. Objects invisible to a certain ray will be skipped in ray traversal already, leading to fewer ray casts and shader executions.


Torna o objeto visível para os raios da câmera.


Torna o objeto visível para os raios de cores difusas.


Torna os objetos visíveis para os raios de polimento de objetos.


Torna os raios visíveis para raios de transmissão.

Espalhamento de volume

Torna os raios visíveis para raios de transmissão.


Permite que este objeto projete sombras.


In order to activate these options the respectively camera cull options have to be enabled in the scene simplify panel.

Usar abatimento pela câmera

Ignora e desta maneira torna os objetos invisíveis aos raios fora do tronco de raios paralelos da câmera (frustrum).

Usar a distância para abatimento

Irá abater quaisquer objetos que estiverem mais longes do que uma determinada distância da câmera. Quando usado em combinação com o abatimento de projeção da câmera (frustrum), isto pode ser usado para evitar que haja abatimento nos objetos que estão fora da visibilidade da projeção da câmera, mas ainda visíveis nas reflexões. Isto também é útil para abater pequenos objetos que estão distantes da câmera.

Desfoque de movimento



Properties ‣ Object Properties ‣ Motion Blur

Each object has its own motion blur settings along with the Scene Level Motion Blur. These settings can be found in the Object Properties tab of the Properties.


Controls accuracy of deformation motion blur, more steps uses more memory. The actual number of time steps is \(2^{steps -1}\).


Habilita o desfoque de movimento para as malhas deformadas como as dos personagens animados, incluindo cabelos.


An object modifier setup that changes mesh topology over time can not render deformation motion blur correctly. Deformation blur should be disabled for such objects. Common examples of this are animated Booleans, Deformation before Edge Split, Remesh, Skin or Decimate modifiers.




Properties ‣ Object Properties ‣ Shading

Shadow Terminator

Geometry Offset

Offset rays from the surface to reduce shadow terminator artifacts on low-poly geometry. Higher values affect more triangles, a value of one affecting all triangles and zero having no affect. The default value only affects triangles at grazing angles to light and should eliminate most artifacts.

Unlike the Shading Offset, this option has little affect on the lighting making it the preferable method to handle shadow terminator artifacts.

Shading Offset

Pushes the shadow terminator (the line that divides the light and dark) towards the light to hide artifacts on low-poly geometry such as the ones below:


Shadow Terminator Artifacts.


Result of using an offset of 0.15.


This property artificially alters the scene’s lighting and is not energy conserving and consequently not physically accurate (see Geometry Offset instead).

Fast GI Approximation

AO Distance

Override for the world’s AO Distance, if the value is zero the world’s distance is used.