The Display Settings window regroups the environment, camera and viewport settings. These settings are global to the project and can affect the look of the viewport.
Environment Map: Environment map texture to be used to light the scene, this is the background map that is displayed behind the model. Can be found in the Assets window by using the "Environment" preset.
Click on the button to open a mini-shelf and choose a different environment map.
Override environment map colour space: If the current project uses Colour management, this setting can be enabled to override the color space of the environment map.
Environment Opacity: Controls the visibility/opacity of the environment textures in the background of the viewport. This setting has no impact on the lighting of the scene.
Environment Exposure: The exposure value (EV) is a number that represents a fixed scene luminance. This setting allows to offset the default luminance value. This setting should stay on 0 when working with the environment maps provided with the application. Texturing an asset with an incorrect exposure value could lead to colour calibration issues in other applications.
Environment Rotation: Controls the horizontal rotation of the environment texture. Useful for rotating the lighting in the scene and change how the object reacts. Can be controlled with a shortcut.
Environment Blur: Controls how sharp or blurry the environment texture will appear in the background of the viewport. This settings has no impact on the lighting.
Environment Alignment: Controls how the environment texture rotate around the 3D mode inside the viewport. This setting can be used to light up areas under the 3D model when set to local.
Possible values:
World (default): the environment is aligned with the scene and rotates around the up axis of the 3D model.
Local: the environment is aligned to the camera and rotate around the up axis of the camera.
This section of the Display Settings controls the behaviour of the camera as well as the final look of the viewport.
Field of View: Allows to control the Filed of View of the camera (in degrees)
Focus Distance: Defines the distance at which the focus point is located.
This point is used by the Depth of Field effect.
Note: The Focus Distance can be set automatically by clicking on a point of the mesh with the shortcut CTRL + Middle Mouse Button
Aperture: Defines how wide the Depth of Field will be.
Note: If Iray is controlling this parameter, changing it will re-trigger a computation. Post effects
Here you can activate the post processing effects. Here are the options in post processing.
When enabled the Temporal Anti-Aliasing (TAA) will remove jagged edges in the viewport.
TAA works by accumulating information across multiple frames of rendering, this means the effect is disabled until the camera stops moving or other operation are performed
The Anti-Aliasing can also be used to filter the Alpha-Test shader if the setting "Alpha Dithering" is enabled:
Substance 3D Painter supports Subsurface scattering both in its real-time viewport and in the Iray Renderer .
Subsurface scattering is a mechanism of light when penetrating an object or a surface. Instead of being reflected, like metallic surfaces, a portion of the light is absorbed by the material and then scattered inside . This behaviour is often known under the acronym SSS for " Subsurface Scattering". Many materials in real life have subsurface scattering such as skin or wax.
Enable: Activate or Deactivate the Subsurface Scattering effect on this shader/mdl instance: Can be used to disable the SSS effect on material that don't need it.
Scattering Type: Defines the behaviour of the light absorption in the material:
Translucent: suited for generic materials such as Jade or Marble where light can penetrate deeply into an object.
Skin: suited for organic skin, where light is absorbed quickly and only scatter near the surface.
Red Shift/Rayleigh: more accurate than the skin setting to simulate human or creature surface skin.