Tree Window properties

The Window properties control viewports, background images, and rendering settings.

To access the Window properties, right-click in the Tree Window viewport and select Window > Properties or select Window properties from the Property Bar when nothing is selected in the viewport.

Viewport

The properties in this group control the layout and rendering of the viewports.

Layout

Set the number and arrangement of the viewports. Choose from these options: One, Four, Two (over under), Two (side by side).

Grid lines color

Set the color of the grid lines.

Grid spacing

Set the amount of space between each grid line.

Lightmap view %

Set the size of the lightmap preview image. This property only works in Lightmap render mode.

Background

Style

Set the background style.

Ambient lightUse the ambient environment for the ground and the sky.
Solid colorSet the background to a solid color using the Color property.
Full frame imageSet a background image with the Image property (some of the image may not be visible, depending on the aspect ratio).
Letterboxed imageSet a background image with the Image property and ensure that the whole image fits in the background, letterboxing if necessary.
Stretched imageSet a background image with the Image property and ensure that the whole image fits in the background, letterboxing if necessary (image aspect ratio is ignored).
Spherical panoramaSet a spherical panorama image for the background with the Image property. The image must be twice as wide as it is tall and formatted according to standard spherical (sometimes called 3D) panorama definitions.
Color

Set the color for Solid color background rendering.

Image

Select an image file for the image-based background rendering styles.

Panorama Adjustments

Brightness

Increase or decrease the brightness of spherical panorama backgrounds.

Contrast

Increase or decrease the contrast of spherical panorama backgrounds.

Rotation

Rotate the panorama about the Z axis.

General Rendering

The properties in this group control render states and icon size.

Transparency

Set the transparency algorithm.

Best availableAlpha testing with alpha to coverage (A2C) if the hardware permits.
Alpha test onlyAlpha testing only.
Blending onlyAlpha blending (artifacts will appear and geometry is not sorted).
Alpha testing and blendingBoth alpha blending and alpha testing are on at the same time (artifacts will appear and geometry is not sorted).
NoneNo transparency rendering is enabled. Render mode shaders may still implement alpha testing.
Anisotropic filtering

Set the level of anisotropic texture filtering.

3D icon scale

Scale the size of 3D icons (most notably forces) in the scene.

Normals scale

Scale the size of vertex normals in the scene. This option only works when normals are enabled in the Tree window toolbar through Show > Normals.

Manipulator

The properties in this group address the 3D manipulator used to move scene objects (most notably forces, force meshes, and the Fan and Light objects).

Mode

Set the type of transformation the manipulator performs.

NoneNo manipulator appears.
TransformUse the manipulator to move the object along the X, Y, or Z axes.
RotateUse the manipulator to rotate the object.
ScaleUse the manipulator to make the object larger or smaller.
Coordinate system

Choose between global, local, and parent coordinate systems for transformations.

Size scale

Increase or decrease the size of the manipulator.

Screenshot Safe Frame

The screenshot safe frame sets an aspect ratio that can be used to guide all image exports. Use the same aspect ratio in your image exports to match the overlay.

Show

Set all image exports to the aspect ratio defined by the width and height values. Displays a red box in the Tree window to indicate how the aspect ratio aligns with the camera.

Width

Set the width value used to compute the screenshot safe frame aspect ratio.

Height

Set the height value used to compute the screenshot safe frame aspect ratio.

User Shader Constant 1

The properties in this group upload as a shader constant named g_vExperimental1 that you can access if you write custom render modes. Use these options to experiment with shader values without having to recompile the shader. These values are saved in the .spm file.

X

This value is uploaded to the shader constant g_vExperimental1.x.

Y

This value is uploaded to the shader constant g_vExperimental1.y.

Z

This value is uploaded to the shader constant g_vExperimental1.z.

W

This value is uploaded to the shader constant g_vExperimental1.w.

Force debug

Prompt the force-based mesh crawling algorithm to record and display debug information. This debug data can help you figure out why something isn’t working as expected and adjust the model accordingly.