266 lines
10 KiB
ReStructuredText
266 lines
10 KiB
ReStructuredText
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******************
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System Preferences
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******************
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The *System* tab allows you to set resolution, scripting console preferences, sound, graphics cards,
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and internationalization.
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.. figure:: /images/Preferences_System_Screenshot_Full.jpg
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:width: 650px
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General
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=======
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DPI
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Value of the screen resolution which controls the size of Blender's interface fonts and internal icons shown.
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Useful for taking screen shots for book printing and use of high resolution monitors.
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During typical usage, you may prefer to use zoom which is a available in many parts of Blender interface.
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Frame Server Port
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TCP/IP port used in conjunction with the IP Address of the machine for frameserver rendering.
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Used when working with distributed rendering.
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Avoid changing this port value unless it is conflicting with already
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existing service ports used by your Operating System and/or softwares.
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Always consult your operating system documentation and services or
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consult your system administrator before changing this value.
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Console Scrollback
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The number of lines, buffered in memory of the console window.
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Useful for debugging purposes and command line rendering.
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Sound
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=====
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Sound
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Set the audio output device or no audio support. There are 3 Options:
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None
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No Audio support (no audio output, audio strips can be loaded normally)
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SDL
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Uses Simple Direct Media Layer API from `libsdl.org <http://www.libsdl.org>`__ to render sounds directly
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to the sound device output. Very useful for sequencer strips editing.
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OpenAL
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Uses OpenAL soft API for Linux and OpenAL from creative Labs for Windows.
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This API provides buffered sound rendering with 3D/spatial support. Useful for the BGE Games.
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*'Specific sound options'* (With *SDL* or *OpenAL* enabled)
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Channels
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Set the audio channel count. Available options are:
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*Stereo* (Default) , *4 Channels* , *5.1 Surround* , *7.1 Surround*
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Mixing Buffer
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Set the number of samples used by the audio mixing buffer. Available options are:
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*512* , *1024* , *2048* (Default), *4096* , *8192*, *16384*, and *32768*
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Sample Rate
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Set the audio sample rate. Available options are:
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*44.1 Khz* (Default), *48 Khs* , *96 Khz* and *192Khz*
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Sample Format
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Set the audio sample format. Available options are:
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*32 bit float* (Default), *8 bit Unsigned* , *16 Bits Signed* , *24 Bits Signed* , *32 Bits Signed* ,
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*32 Bits Float* and *64 Bits Float*
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Screencast
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==========
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TODO
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Compute Device
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==============
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The Options here will set the compute device used by the Cycles render engine.
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None
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When set to *None* or the only option is *None*:
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your CPU will be used as a computing device for Cycles Render Engine
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CUDA
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If the system has a compatible CUDA enabled graphics card and appropriate device drivers installed.
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When one or both of the options are available,
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the user will be able to choose whether to use CPU or other computing device for Cycles Rendering.
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OpenCL
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Note that this currently has limited support unsupported,
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see: :doc:`Cycles </render/cycles/features>` Render engine page
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Open GL
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=======
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Clip Alpha
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Clip alpha below this threshold in the 3D viewport.
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Minimum: **0.000** (No Clip) , Maximum: **1.000** , Default **0.000** (No Clip)
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Mipmaps
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Scale textures for 3D view using mipmap filtering. This increases display quality, but uses more memory.
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GPU MipMap Generation
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Generate MipMaps on the GPU. Offloads the CPU Mimpap generation to the GPU.
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16 Bit Float Textures
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Enables the use of 16 Bit per component Texture Images (Floating point Images).
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Anisotropic Filtering
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Set the level of anisotropic filtering. Available Options are:
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*Off'' (No Filtering)* , 2x (Default) , *4x* , *8x* , *16x*
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VBOs
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Use Vertex Buffer Objects, or vertex arrays if unsupported, for viewport rendering.
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Helps to speed up viewport rendering by allowing vertex array data to be stored in Graphics card memory.
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.. _preferences-system-window_draw:
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Window Draw Method
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==================
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Window Draw Method
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Specifies the Window Draw Method used to display Blender Window(s).
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*Automatic* (Default)
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Automatically set based on graphics card and driver.
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Triple Buffer
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Use a third buffer for minimal redraws at the cost of more memory.
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If you have a capable GPU, this is the best and faster method of redraw.
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Overlap
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Redraw all overlapping regions. Minimal memory usage, but more redraws.
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Recommended for some graphics cards and drivers combinations.
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Overlap Flip
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Redraw all overlapping regions. Minimal memory usage, but more redraws (for graphics drivers that do flipping).
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Recommended for some graphic cards and drivers combinations.
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Full
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Do a full redraw each time. Only use for reference, or when all else fails.
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Useful for certain cards with bad to no OpenGL acceleration at all.
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.. _preferences-system-multi_sampling:
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Multi-Sampling
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This enables :term:`FSAA` for smooth drawing,
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at the expense of some performance.
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.. note::
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This is known to cause selection issues on some configurations,
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see: :ref:`troubleshooting-3d_view-invalid_selection`.
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Region Overlap
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This checkbox will enable Blender to draw regions overlapping the 3D Window.
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It means that the Object Tools and Transform Properties Tab,
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which are opened by using the shortcuts :kbd:`T` and :kbd:`N` will be drawn overlapping the 3D View Window.
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If you have a capable graphics card and drivers with *Triple Buffer* support,
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clicking the checkbox will enable the overlapping regions to be drawn using the *Triple Buffer* method,
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which will also enable them to be drawn using Alpha, showing the 3D View contents trough the
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Object Tools and Transform Properties Tab.
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Text Draw Options
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=================
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Text Draw Options
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Enable interface text anti-aliasing.
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When disabled, texts are drawn using text straight render (Filling only absolute Pixels).
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Default: Enabled.
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Textures
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========
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Limit Size
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Limit the maximum resolution for pictures used in textured display to save memory.
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The limit options are specified in a square of pixels,
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(e.g.: the option 256 means a texture of 256x256 pixels)
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This is useful for game engineers,
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whereas the texture limit matches paging blocks of the textures in the target graphic card memory.
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Available Options are:
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*Off* (No limit - Default) , *128*, *256*, *512*, *1024*, *2048*, *4096*, *8192*.
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Time Out
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Time since last access of a GL texture in seconds, after which it is freed. Set to 0 to keep textures allocated.
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Minimum: **0** , Maximum: **3600** , Default: **120**
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Collection Rate
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Number of seconds between each run of the GL texture garbage collector.
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Minimum: **0** , Maximum: **3600** , Default: **120**
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Sequencer/Clip Editor
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=====================
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..
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NOTE: this is currently commented out in the code.
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Prefetch Frames
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Number of frames to render ahead during playback.
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Useful when the chosen video codec cannot sustain screen frame rates
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correctly using direct rendering from the disk to video.
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During video playbacks or editing operations.
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Minimum: **0** , Maximum: **500** , Default: **0** (No pre-fetch).
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Memory Cache Limit
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Upper limit of the sequencer's memory cache (megabytes).
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For optimum clip editor and sequencer performance, high values are recommended.
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Minimum: **0** (No cache) , Maximum: **1024** (1 Gigabyte), Default: **128**
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Solid OpenGL lights
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===================
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*Solid OpenGL Lights* are used to light the 3D Window,
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mostly during *Solid view*. Lighting is constant and position "world" based.
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There are three virtual light sources, also called OpenGL auxiliary lamps,
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used to illuminate 3D View scenes, which will not display in renders.
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The Lamp Icons allows the user to enable or disable OpenGL Lamps.
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At least one of the three auxiliary OpenGL Lamps must remain enabled for the 3D View.
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The lamps are equal, their difference is their positioning and colors.
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You can control the direction of the lamps, as well as their diffuse and specular colors. Available Options are:
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Direction
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Clicking with :kbd:`LMB` in the sphere and dragging the mouse cursor
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let's the user change the direction of the lamp by rotating the sphere.
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The direction of the lamp will be the same as shown at the sphere surface.
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Diffuse
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This is the constant color of the lamp.
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Clicking on the color widget, opens the color picker mini window and
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allows the user to change colors using the color picker.
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Specular
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This is the highlight color of the lamp
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Clicking on the color widget, opens the color picker mini window and
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allows the user to change colors using the color picker.
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Color Picker Type
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=================
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Choose which type of color dialog you prefer - it will show when clicking :kbd:`LMB` on any color field.
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See the different color picker types at the
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:doc:`Extended Controls </interface/extended_controls>` page.
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Custom Weight Paint Range
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=========================
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*Mesh skin weighting* is used to control how much a bone deforms the mesh of a character.
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To visualize and paint these weights, Blender uses a color ramp (from blue to green, and from yellow to red).
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Enabling the checkbox will enable an alternate map using a ramp starting with an empty range.
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Now you can create your custom map using the common color ramp options.
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For detailed information about how to use color ramps,
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see: to the :doc:`Extended Controls </interface/extended_controls>` page.
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.. _preferences-system-international:
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Internationalization
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====================
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Blender supports a wide range of languages,
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enabling this check box will enable Blender to support International Fonts.
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International fonts can be loaded for the User Interface and used instead of Blender default bundled font.
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This will also enable options for translating the User Interface
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through a list of languages and Tips for Blender tools which appears
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whenever the user hovers a mouse over Blender tools.
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Blender supports I18N for internationalization.
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For more Information on how to load International fonts,
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see: :doc:`Editing Texts </modeling/texts/editing>` page.
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