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System preferences

This picture shows the System tab in the User Preferences editor in Blender. Options are explained below.

(Doc 26x Manual Preferences System) (Screenshot Full) (GBV266FN).png


Value of the screen resolution which controls the size of Blender's interface fonts and internal icons shown.
Useful for taking screen shots for book printing and use of high resolution monitors, (such as Retina Display and others) matching the screen DPI with Blender DPI.
During normal usage, most Blender users might prefer to zoom screen elements pressing Ctrl and dragging MMB Template-MMB.png left and right over a panel to resize its contents,
or use the Numpad+ and Numpad- to zoom in and out the contents.
Pressing ↖ Home (Show All) will reset the zooming at the screen/panel focused by the mouse pointer.
Minimum: 48 , Maximum: 128 , Default:72
Frame Server Port
TCP/IP port used in conjunction with the IP Address of the machine for frameserver rendering. Used when working with distributed rendering.
Avoid changing this port value unless it is conflicting with already existing service ports used by your Operating System and/or softwares.
Always consult your operating system documentation and services or consult your system administrator before changing this value.
Minimum: 0 , Maximum: 32727 , Default: 8080
Console Scrollback
The number of lines, buffered in memory of the console window.
Useful for debugging purposes and command line rendering.
Minimum: 32 , Maximum: 32768 , Default:256


Set the audio output device or no audio support. There are 3 Options:

No Audio support (no audio output, audio strips can be loaded normally)
Uses Simple Direct Media Layer API from to render sounds directly
to the sound device output. Very useful for sequencer strips editing.
Uses OpenAL soft API for Linux and OpenAL from creative Labs for Windows.
This API provides buffered sound rendering with 3D/spatial support. Useful for the BGE Games.
'Specific sound options' (With SDL or OpenAL enabled)

Set the audio channel count. Available options are:
Stereo (Default) , 4 Channels , 5.1 Surround , 7.1 Surround
Mixing Buffer
Set the number of samples used by the audio mixing buffer. Available options are:
512 , 1024 , 2048 (Default), 4096 , 8192, 16384, and 32768
Sample Rate
Set the audio sample rate. Available options are:
44.1 Khz (Default), 48 Khs , 96 Khz and 192Khz
Sample Format
Set the audio sample format. Available options are:
32 bit float (Default), 8 bit Unsigned , 16 Bits Signed , 24 Bits Signed , 32 Bits Signed , 32 Bits Float and 64 Bits Float


Framerate for the recorded screencast to be played back.
Minimum: 10 , Maximum: 50 , Default: 10
Wait Timer
Time in milliseconds between each frame recorded for screencasts.
The default value is 50 milliseconds. Assuming 1 Second = 1000 milliseconds, a fraction of 1/50 is equal to 20 frames per second.
Note that the accuracy of the resulting frames per second for the screencast record will depend on your computer power.
For more Information about Screencasts, please visit Screencasts page.
Minimum: 10 , Maximum: 1000 , Default: 50

Compute Device

The Options here will set the compute device used by the Cycles Render Engine

When set to None or the only option is None:
your CPU will be used as a computing device for Cycles Render Engine

When there are other Options for compute device such as
CUDA / OpenCL1.
If the system has a compatible CUDA enabled graphics card and appropriate device drivers installed.
When one or both of the options are available, the user will be able to choose whether to use CPU or other computing device for Cycles Rendering.

OpenCL1 is unsupported, please refer to the Cycles Render engine page

Open GL

Clip Alpha
Clip alpha below this threshold in the 3D viewport.
Minimum: 0.000 (No Clip) , Maximum: 1.000 , Default 0.000 (No Clip)
Scale textures for 3D view using mipmap filtering. This increases display quality, but uses more memory.

GPU MipMap Generation
Generate MipMaps on the GPU. Offloads the CPU Mimpap generation to the GPU.

16 Bit Float Textures
Enables the use of 16 Bit per component Texture Images (Floating point Images).
Anisotropic Filtering
Set the level of anisotropic filtering. Available Options are:
Off (No Filtering) , 2x (Default) , 4x , 8x , 16x
Use Vertex Buffer Objects, or vertex arrays if unsupported, for viewport rendering.
Helps to speed up viewport rendering by allowing vertex array data to be stored in Graphics card memory.

Window Draw Method

Window Draw Method
Specifies the Window Draw Method used to display Blender Window(s).

Automatic (Default)
Automatically set based on graphics card and driver.

Triple Buffer
Use a third buffer for minimal redraws at the cost of more memory.
If you have a capable GPU, this is the best and faster method of redraw.

Redraw all overlapping regions. Minimal memory usage, but more redraws.
Recommended for some graphics cards and drivers combinations.

Overlap Flip
Redraw all overlapping regions. Minimal memory usage, but more redraws (for graphics drivers that do flipping).
Recommended for some graphic cards and drivers combinations.

Do a full redraw each time. Only use for reference, or when all else fails.
Useful for certain cards with bad to no OpenGL acceleration at all.
Region Overlap
This checkbox will enable Blender to draw regions overlapping the 3D Window.
It means that the Object Tools and Transform Properties Tab,
which are opened by using the shortcuts T and N will be drawn overlapping the 3D View Window.
If you have a capable graphics card and drivers with Triple Buffer support,
clicking the checkbox will enable the overlapping regions to be drawn using the Triple Buffer method,
which will also enable them to be drawn using Alpha, showing the 3D View contents trough the
Object Tools and Transform Properties Tab.

Text Draw Options

Text Draw Options
Enable interface text anti-aliasing.
When disabled, texts are drawn using text straight render (Filling only absolute Pixels).
Default: Enabled.


Limit Size
Limit the maximum resolution for pictures used in textured display to save memory.
The limit options are specified in a square of pixels, (e.g.: the option 256 means a texture of 256x256 pixels)
This is useful for game engineers, whereas the texture limit matches paging blocks of the textures in the target graphic card memory .
Available Options are:
Off (No limit - Default) , 128 , 256 , 512 , 1024 , 2048 , 4096 , 8192.
Time Out
Time since last access of a GL texture in seconds, after which it is freed. Set to 0 to keep textures allocated.
Minimum: 0 , Maximum: 3600 , Default: 120

Collection Rate
Number of seconds between each run of the GL texture garbage collector.
Minimum: 0 , Maximum: 3600 , Default: 120

Sequencer/Clip Editor

Prefetch Frames
Number of frames to render ahead during playback.
Useful when the chosen video codec cannot sustain screen frame rates correctly using direct rendering from the disk to video.
duting video playbacks or editing operations.
Minimum: 0 , Maximum: 500 , Default: 0 (No prefecth)

Memory Cache Limit
Upper limit of the sequencer's memory cache (megabytes).
For optimum clip editor and sequencer performance, high values are recommended.
Minimum: 0 (No cache) , Maximum: 1024 (1 Gigabyte) , Default: 128

Solid OpenGL lights

Solid OpenGL Lights
Solid OpenGL Lights are used to light the 3D Window, mostly during Solid view. Lighting is constant and position "world" based.
There are three virtual light sources, also called OpenGL auxiliary lamps, used to illuminate 3D View scenes, which will not display in renders.

The Lamp Icons allows the user to enable or disable OpenGL Lamps.
At least one of the three auxiliary OpenGL Lamps must remain enabled for the 3D View. The lamps are equal, their difference is their positioning and colors.
You can control the direction of the lamps, as well as their diffuse and specular colors. Available Options are:

Clicking with LMB Template-LMB.png in the sphere and dragging the mouse cursor let's the user change the direction of the lamp by rotating the sphere.
The direction of the lamp will be the same as shown at the sphere surface.

This is the constant color of the lamp.
Clicking on the color widget, opens the color picker mini window and allows the user to change colors using the color picker.

This is the highlight color of the lamp
Clicking on the color widget, opens the color picker mini window and allows the user to change colors using the color picker.

Color Picker Type

Color Picker Type
Choose which type of color dialog you prefer - it will show when clicking LMB Template-LMB.png on any color field.

There are 4 types of color pickers available for Blender
Circle (Default), Square (HS + V) , Square (SV + H) and Square (HV + S)

The color pickers are detailed at the Buttons and Controls page.

Custom Weight Paint Range

Custom Weight Paint Range
Mesh skin weighting is used to control how much a bone deforms the mesh of a character.
To visualize and paint these weights, Blender uses a color ramp (from blue to green, and from yellow to red).
Enabling the checkbox will enable an alternate map using a ramp starting with an empty range.
Now you can create your custom map using the common color ramp options.
For detailed information about how to use color ramps, please, go to the Buttons and Controls page.

International Fonts

International Fonts
Blender supports a wide range of languages, enabling this check box will enable Blender to support International Fonts.
International fonts can be loaded for the User Interface and used instead of Blender default bundled font.

This will also enable options for translating the User Interface through a list of languages and Tips for Blender tools
which appears whenever the user hovers a mouse over Blender tools.

Blender supports I18N for internationalization, for more information, please, go to the Internationalization page.
For more Information on how to load International fonts, please, go to the Editing Texts page.
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This is the old manual!
For the current 2.7x manual see

User Manual

World and Ambient Effects


World Background

Ambient Effects

Stars (2.69)

Game Engine


Introduction to the Game Engine
Game Logic Screen Layout


Logic Properties and States
The Logic Editor


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


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


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

Property Editing

Game States



Camera Editing
Stereo Camera
Dome Camera




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

Framerate and Profile
Level of Detail

Python API

Bullet physics


Standalone Player
Licensing of Blender Game

Android Support

Android Game development