Normal & Tangent Space Generation Mode
|
Select the mode to use to generate Normals and
Tangents at triangle mesh vertices. Options are:
- AUTO - selects the
best mode depending on the data available and data update pattern
- CPU - use the CPU.
This uses mikktspace to generate tangent basis on the CPU
- GPU - use the GPU.
This allows deforming meshes to have their normal and tangent basis updated on
the GPU, to avoid the CPU overhead.
- Force GPU - force
the use of the GPU to generate normals even when these are valid in the input
mesh
|
Back Face Culling
|
Enable back face culling for 'Single Sided'
primitives .Note that this only applies to Usd Geom prims that have the custom
'Single Sided' flag set. The 'Double Sided' flag is ignored because its default
value is false, which is not a desirable default in a renderer using
ray-tracing to simulate light transport
|
Wireframe Thickness
|
Changes the thickness of the wireframe used when a
primitive is flagged to be rendering wireframe mode.
|
Wireframe World Space Thickness
|
When set, the wireframe thickness value is in world
space instead of screen space
|
Shaded Wireframe
|
If enabled, the wireframe is shaded with the
materials assigned to the primitive, Otherwise the wireframe uses a plain white
Emissive material
|
Subdivision Global Refinement Level
|
Selects a global subdivision level to apply to all
primitives with Subdivision Schema set to Catmull-Clark, Loop, or Bilinear.
This over-rides the level selected in those primitives. Each increment of 1 in
this value increases the mesh triangle count by a factor of 4.
|
Subdivision Feature-adaptive Refinement
|
Feature-adaptive refinement automatically increases
or reduces refinement level based on geometric features. This reduces the
number of polygons used in flat areas for example
|
Clear Subdivision Refinement Overrides in all Prims
|
Any assets with the setting Refinement Override
enabled will be disabled. This effectively ignores any prims who's values have
been customized in Refinement Level .
|
Renderer-internal meters per unit
|
Select the number of units per meter used by the
renderer relative to the scale of the scene. Option are Default, Small, Medium
and Big. The look of some materials depend on the scene scale, for example
subsurface scattering and volumetric shading
|
Hide geometry that uses opacity (debug)
|
This allows to quickly hide all objects which have
opacity enabled in their material
|