Scene Properties¶
Scene¶
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- Camera
- Used to select which camera is used as the active camera. You can also set the active camera in the 3D View with Ctrl-0.
- Background Scene
Allows you to use a scene as a background, this is typically useful when you want to focus on animating the foreground for example, without background elements getting in the way.
This scene can have its own animation, physics simulations, etc, but you will have to select it from the Scene data-block menu, if you want to edit any of its contents.
Sets can themselves have a background set (they're recursively included). So you can always make additions to existing scenes by using them as a background to a newly created scene where your additions are made.
Tip
This can also be used in combination with Linking to a Scene, where one blend-file contains the environment, which can be reused in many places.
- Active Movie Clip
- Active movie clip for constraints and viewport display.
Units¶
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- Unit System
- None
- Use units that have with no relation to the real world, practically this is the same as Metric just without unit names.
- Metric
- Use the metric unit system in this scene.
- Imperial
- Use the imperial unit system in this scene.
- Unit Scale
Scale factor to use when converting between internal units and values displayed in the user interface. This can be changed when modeling at microscopic or astronomical scales.
Note
This only influences the values displayed in the user interface and not how things behave internally. For example, physics simulations don't take the unit scale into account.
- Separate Units
- When using Metric or Imperial, display properties as multiple values.
For example,
2.285m
will become2m 28.5cm
. - Rotation
- Degrees
- Use degrees for angles in the user interface.
- Radians
- Use radians for angles in the user interface.
- Length
- Adaptive
- The unit used for a specific value depends on the magnitude of the value.
For example, some values might be displayed as
23cm
while others are displayed as10km
. - Meters/Centimeters/Feet/...
- A fixed unit that will be used for all lengths in the user interface.
- Mass
- See Length.
- Time
- See Length.
Full Name | Short Name(s) | Scale of a Meter |
---|---|---|
thou | mil |
0.0000254 |
inch | " , in |
0.0254 |
foot, feet | ' , ft |
0.3048 |
yard | yd |
0.9144 |
chain | ch |
20.1168 |
furlong | fur |
201.168 |
mile | mi , m |
1609.344 |
Full Name | Short Name(s) | Scale of a Meter |
---|---|---|
micrometer | um |
0.000001 |
millimeter | mm |
0.001 |
centimeter | cm |
0.01 |
decimeter | dm |
0.1 |
meter | m |
1.0 |
dekameter | dam |
10.0 |
hectometer | hm |
100.0 |
kilometer | km |
1000.0 |
Gravity¶
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Options to control global gravity used for physics effects.
See the Physics chapter for more information.
Audio¶
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Options to control global audio settings.
- Volume
- Volume for the scene.
- Distance Model
- Changes how the sound attenuation is calculated based on the distance. Most physically correct is the Inverse model, but it's also possible to choose a linear and an exponential falloff. The clamped modes limit the volume to be lower than 100% (1.0), that means if the distance is smaller than the reference distance, the volume is always 100%. For an exact description of each option see the OpenAL documentation.
- Format Settings
These settings, along with the settings found in the Encoding Panel change how sound is exported while rendering.
To control how sounds plays back from within Blender, see the audio settings in the Preferences.
- Audio Channels
- Sets the audio channel count. Available options are: Mono, Stereo, 4 Channels, 5.1 Surround, 7.1 Surround.
- Sample Rate
- Sets the audio sampling rate.
- Doppler Speed
- Speed of the sound for the Doppler effect calculations. The typical value is 343.3 m/s in air, in water for example this value is around 1560 m/s.
- Doppler Factor
- Controls how strong the Doppler effect is. You can exaggerate or attenuate the change of pitch, but physically correct is a factor of 1.0.
- Update Animation Cache
- Updates the audio animation cache. This is useful if you start noticing artifact in the audio.
Rigid Body World¶
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The Rigid Body World is a group of rigid body objects, which holds settings that apply to all rigid bodies in this simulation.
See Rigid Body World for more information.