Polygon Display
Vertices
Specify
how you want vertices to display:
- Display
-
Turns the display of vertices on or off.
- Normals
-
Displays vertex normals on or off.
- Backculling
-
Makes vertices invisible in areas where the normal
is pointing away from the camera.
Edges
Specify
how you want edges to display:
- Standard
-
Displays all edges the same (hard or soft).
- Soft/Hard
-
Displays soft edges as dotted lines and hard edges
as solid lines.
- Only hard
-
Displays hard edges only (makes soft invisible).
Highlight
Specify how you want to highlight polygons:
- Border edges
-
Displays thicker outside edges to make them more
visible for certain operations.
- Texture borders
-
Displays a thick border to highlight the area
a texture affects per polygon or per vertex.
- Crease edges
-
Show polygon crease edges highlighted (thicker and
bold) or with no highlight. You can turn this option on and off
in the Display > Polygons > Custom Polygon
Display options dialog box (where it affects the currently
selected object) as well as here. This preference affects any new polygon
objects you create, not existing objects.
- Edge Width
-
Specify the width of the polygon edge. The range
is from 1 to 10.
Faces
Specify how you want faces to display:
- Centers
-
Displays a small square to indicate the face center.
- Normals
-
Shows the normals at the center of each polygon.
- Triangles
-
Displays all polygons as triangles.
- Non-planar
-
Displays non-planar faces with a tinted color
for easy identification. A non-planar face has vertices that lie
outside the plane of the face. By identifying and eliminating non-planar
faces, you can avoid unexpected results from reshaping the surface
later.
- Show item numbers
-
Specify where you want item numbers displayed:
at each vertex (Vertices), at each edge (Edges), on each face (Faces),
or at each UV (UVs).
- Normals size
-
Specifies
the display size of the normals. The range is from 0.1 to 10.
- UV Size
-
Specifies
the size that UVs are displayed in the main panel and UV
Texture Editor.
- Color
-
Color material
These menu options override any existing material
channels and replace them with the vertex colors you assign. For
all options other than None, lighting affects the object’s shading.
- None
-
None of the material properties of the shader(s) assigned
to the object are used. In this case lighting is also disabled.
- Ambient
-
The ambient material channel of the assigned shader(s)
is overridden by the vertex color.
- Ambient + Diffuse
-
The ambient and diffuse material channels of the
assigned shader(s) are overridden by the vertex color.
- Diffuse
-
The diffuse material channel of the assigned shader(s)
is overridden by the vertex color.
- Specular
-
The specular material channel of the assigned shader(s)
is overridden by the vertex color.
- Emission
-
The emission material channel of the assigned shader(s)
is overridden by the vertex color.
- Material blend
-
- Display Alpha as Grey Scale
if Color Set Contains Only Alpha
-
Displays an alpha-only color set as greyscale
in the Scene view.
Backface culling
Specify the display for backface culling:
- Off
-
No backface culling occurs. This is the default.
- On
-
Surfaces become invisible in areas where the normal
is pointing away from the camera.
- Keep wire
-
Displays wireframe outlines, but any areas where
the normal is pointing away from the camera are hidden.
- Keep hard edges
-
Sets backface culling for soft edges only. See Polygonal
Modeling for more information on polygonal modeling.