OpenGL (Proteus) mode shares the options of OpenGL mode. Additionaly the following options are available in the Option-Dialog (View/Display/Option/Edit):
Enable lights: If this option is enabled contribution of all light sources in the scene are shown. If disabled a default, directional light source replaces all other lights. This option may be disabled if a scene features many lights to increase performance.
Use physical lighting falloff: If this option is enabled a quadratic falloff is used for all lightsources. This approximates the pathtracer of Twilight. If disabled no falloff is used which approximates the results of the standard raytracer of Twilight.
Enable shadows: If enabled shadows will be approximated and rendered to the scene. This will decrease performance drastically for dynamic scenes and while editing. For static scenes shadows will decrease performance only slightly. Disabling this option has the same effect as marking all lightsources as shadowless.
Show sky: If enabled the material of Sky-Nodes is rendered as the scenes background. If disabled a generic grey-colored pattern is shown.
Show diffuse Sky-Light: If enabled the 3D-View uses Sky-Nodes as an additional lightsource. For a bright, blue sky the scene will be shaded in a bluish color.
Global brightness: This value is used to scale the brightness of the rendered image. A low value will darken the scene while a higher value will brighten up the displayed picture.
Enable tonemapping: If enabled the value for Global-brightness is ignored. The image is transformed by the specified algorithm
Tonemapping algorithm: The selected Tonemapping algorithm controlls how the lit scene is presented to the user. The default value is linear mapping which divides the channels of each pixel by the maximum valued channel over all pixels.
DRR (Dynamic Range Reduction) uses the algorithm descriped in the paper “Dynamic Range Reduction Inspired by Photoreceptor Physiology” by Erik Reinhard and Kate Devlin (
link ). Currently only the default values for
m,
f',
c and
a are used.
Enable shader antialiasing: Some materials will result in hard edges or aliasing-artefacts. If enabled the visual quality of materials may be improved resulting in a small performance reduction. (This feature is not implemented by most shaders up to now)
Expand planes to infinity: If enabled planes will be rendered as infinitely large. If disabled a simple square is used to represent planes. This feature may not be supported by all GPU's so disabling will help to increase compatibility.
Max. depth layers: If set to a value higher than 0 transparent objects will be rendered. This value defines the maximum number of transparent layers that may be used to composite the image. A higher value allows to see more transparent objects behind other transparent object. Depending on the scenes setting (especially on how many transparent objects are positioned behind each other) a high value will reduce performance drastically. A small value (around 4) is recommended.