The Render Panel contains all the viewport render settings.
![]() |
|
Camera | |
Speed | The cameras movement speed when moving around in the World Editor |
Range | The cameras Maximum Render Range |
Field of View | The camera Field of View angle |
Method | Sets the method used to calculate exposure based on the camera properties.
Automatic exposure calculation calculates the average scene luminance to determine who bright or dark the scene is and adjusts the exposure accordingly to simulate the human eye adjusting to the level of light. |
Aperture (f-stop) | (Manual only) Sets the aperture of the camera in f-stops. |
Shutter Time (1/s) | (Manual only) Sets the shutter speed of the camera. |
Sensitivity (ISO) | (Manual only) Sets the sensitivity of the camera. |
Min Exposure | (Automatic only) Sets the minimum exposure of the camera to reduce extreme fluctuations. Note that by increasing the minimum exposure, the scene will become brighter |
Max Exposure | (Automatic only) Sets the maximum exposure of the camera to reduce extreme fluctuations. Note that by decreasing the maximum exposure, the scene will become darker. |
Compensation (EV) | Adjusts the overall scene exposure value to increase or decrease brightness. Note that a camera should not rely on Compensation to achieve physically accurate results. This option should only be used to compensate for any post-processing effects such as tone mapping which darken the scene. |
Grid Snapping | |
Distance | Set the snapping distance when performing object moving with the grid enabled. |
![]() |
|
Editor Behaviour | |
Undo/Redo Steps | Sets the maximum number of steps to store in the Undo cashe. The higher the number, the more steps which can be reversed. However, this also increases memory consumption. Recommended to keep low if only a small amount of RAM is available. |
Occlusion Query | |
OQ Polygon Threshold | Sets the minimum polygon threshold requirement of a model to be included in the Occlusion Query Pass. Occlusion Query is an optimization technique that determines whether an object is hidden behind another object. If it is, then there is no point wasting processing power to render it since the camera can’t see it. With modern GPU’s rendering lots of Polygon’s is not a difficult task. However Low poly models can hurt performance due to OQ because the process of checking whether it is hidden is costlier than simply rendering the object anyway. Any object with less than 1000 polygons is worth excluding from the OQ pass however you can adjust this to a lower or greater value if you so wish. |
OQ Radius Threshold | Sets the minimum distance threshold to the camera of a model to be included in the Occlusion Query Pass. Models that are near the camera are most likely going to be visible to the camera and so performing an Occlusion Query check on these models is more a less a waste of resources. By increasing this value, models within this range will not be included in the Occlusion Query Pass. This is particularly useful for scenes with a high concentration of assets within a small space such as a bedroom. |
Textures | |
Texture Quality | Sets the quality of the textures rendered In the viewport, this can help improve the editor performance for users with weaker PC’s. |
![]() |
|
Area Lights | |
Enable | Enables Area Light Shadow calculation |
Resolution | Resolution of the Area Light shadow maps |
Maximum Lights | Sets the total number of Area Lights Bright Engine will calculate in each frame. The lights being used will automatically be selected based on distance to camera. Minimum value is 4 and maximum is 16. Note that a higher value will have a performance cost. |
Include Models | Include/Exclude Models in the calculation of Area Light shadows. Note you can Include/Exclude individual models in the material settings. |
Include Animated Models | Include/Exclude Animated Models in the calculation of Area light shadows. Note you can Include/Exclude individual models in the material settings. |
Include Terrain | Include/Exclude Terrain in the calculation of Area lights shadows. |
Include Foliage | Include/Exclude Dynamic Foliage in the calculation of Area lights shadows. |
Directional Lights | |
Resolution | Resolution of the Directional Light shadow maps |
PCF Blur Quality | Sets the quality of Percentage Closer Filtering blur effect on directional shadows. This will help reduce pixel artifacts on shadows at the cost of performance. |
Include Models | Include/Exclude Models in the calculation of Directional Light shadows. Note you can Include/Exclude individual models in the material settings. |
Include Animated Models | Include/Exclude Animated Models in the calculation of Directional light shadows. Note you can Include/Exclude individual models in the material settings. |
Include Terrain | Include/Exclude Terrain in the calculation of Directional lights shadows. |
Include Foliage | Include/Exclude Dynamic Foliage in the calculation of Directional lights shadows. |
Point Lights | |
Enable | Enables Point Light Shadow calculation |
Resolution | Resolution of the Point Light shadow maps |
Maximum Lights | Sets the total number of Point Lights Bright Engine will calculate in each frame. The lights being used will automatically be selected based on distance to camera. Minimum value is 4 and maximum is 16. Note that a higher value will have a performance cost. |
Debug Shadows | Visually displays the Point light shadow maps applied to the skybox. |
Include Models | Include/Exclude Models in the calculation of Point Light shadows. Note you can Include/Exclude individual models in the material settings. |
Include Animated Models | Include/Exclude Animated Models in the calculation of Point light shadows. Note you can Include/Exclude individual models in the material settings. |
Include Terrain | Include/Exclude Terrain in the calculation of Point lights shadows. |
Include Foliage | Include/Exclude Dynamic Foliage in the calculation of Point lights shadows. |
Spot Lights | |
Enable | Enables Spot Light Shadow calculation |
Resolution | Resolution of the Spot Light shadow maps |
Maximum Lights | Sets the total number of Spot Lights Bright Engine will calculate in each frame. The lights being used will automatically be selected based on distance to camera. Minimum value is 4 and maximum is 16. Note that a higher value will have a performance cost. |
Include Models | Include/Exclude Models in the calculation of Spot Light shadows. Note you can Include/Exclude individual models in the material settings. |
Include Animated Models | Include/Exclude Animated Models in the calculation of Spot light shadows. Note you can Include/Exclude individual models in the material settings. |
Include Terrain | Include/Exclude Terrain in the calculation of Spot lights shadows. |
Include Foliage | Include/Exclude Dynamic Foliage in the calculation of Spot lights shadows. |
![]() |
|
Models | |
Wireframe | Renders all models in wireframe mode |
Bounding Boxes | Renders the Bounding Boxes of all Models in the scene |
Normals | Renders all models with Normal visualization |
Skybox | |
Irradiance Map | Renders the skybox with Irradiance Visualization |
Prefilter Map | Renders the skybox with Prefilter Visualization |
Terrain | |
Albedo | Visualizes the Albedo texture |
Normal | Visualizes the Normal texture |
Roughness | Visualizes the Roughness texture |
Chunks | Visualizes the terrain chunks of all terrain objects as a checkboard pattern |
Vertex Normals | Visualizes the direction of the Normals at each vertices of the terrain |
Vertex Tangents | Visualizes the direction of the Tangent at each vertices of the terrain |
Vertex Bi-Tangents | Visualizes the direction of the Bi-Tangent at each vertices of the terrain |
Wireframe | Visualizes the topology of the terrain |
Distance Level | Sets the maximum number of subdivisions of each terrain quad based on the distance to the camera. |
Normal Level | Sets the maximum number of subdivisions of each terrain quad based on the normal of the quad in relation to the direction the camera is facing. |
Range | Sets the range over which the tessellation system operates in. Note that larger values provide greater geometric detail over long distances at the cost of performance. |