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Options

Material Options Panel

This panel provides a series of control options concerning how objects using this material will appear in the rendered image. All controls are default "Off" unless otherwise stated.

Traceable (default On)
Include this material and the geometry that uses it in ray-tracing calculations. See Transparency for details of ray-tracing.
Full Oversampling
Force this material to render full shading/textures for all anti-aliasing samples.
Sky
Render this material with zero alpha, but with sky background in place (scanline only)
Use Mist
Use mist on this material (see "World Settings" for more details)
Invert Z depth
Render material's faces with an inverted Z buffer (scanline only)
Z Offset
Give faces an artificial Z offset for Z transparency.
Light Group
Limit lighting to lamps in this light group.
Exclusive
Uses the light group exclusively - these lamps are excluded from other scene lighting
Local
When linked in, uses local light group with the same name.


Face Textures
Replace object's base color with color from UV map image textures.
Face Textures Alpha
Replace object's base alpha with alpha from UV map image textures.
Vertex Color Paint
Replace object's base color with vertex paint colors (multiply with 'texture face' face assigned textures)
Vertex Color Light
Add vertex paint colors as additional lighting. (This can be used to produce good incandescence effects).
Object Color
Modulate the result with a per object color
UV Project (default On)
Use to ensure UV interpolation is correct for camera projections (use with UV project modifier).
Pass Index
Index number for the IndexMA render pass.



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This is the old manual!
For the current 2.7x manual see http://www.blender.org/manual/


User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development



Contents