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.