Malt Settings
World
- Material
- Default : ( Material ) = Malt - Default Mesh Material
The default material, used for objects with no material assigned.
- Override : ( Material ) = None
When set, overrides all scene materials with this one.
- Default : ( Material ) = Malt - Default Mesh Material
- Viewport
- Resolution Scale : ( Float ) = 1.0
A multiplier for the viewport resolution. It can be lowered to improve viewport performance or for specific styles, like pixel art.
- Smooth Interpolation : ( Bool ) = True
The interpolation mode used when Resolution Scale is not 1. Toggles between Nearest/Bilinear interpolation.
- Resolution Scale : ( Float ) = 1.0
- Samples
- Grid Size : ( Int ) = 8
The number of render samples per side in the sampling grid. The total number of samples is the square of this value minus the samples that fall outside the sampling radius.
Higher values will provide cleaner renders at the cost of increased render times. - Width : ( Float ) = 1.0
The width (and height) of the sampling grid. Larger values will result in smoother/blurrier images while lower values will result in sharper/more aliased ones. Keep it withing the 1-2 range for best results.
- Grid Size : ( Int ) = 8
- Render : ( Graph ) = Default Render
The Render Node Tree used to render the scene. See Render & Render Layers for more info.
Material
- Light Groups
- Light : ( Int ) = [1, 0, 0, 0]
The Light Groups (up to 4) that lit this material.
- Shadow : ( Int ) = [1, 0, 0, 0]
The Light Groups (up to 4) that this material casts shadows on.
- Light : ( Int ) = [1, 0, 0, 0]
Mesh
- double_sided : ( Bool ) = False
Disables backface culling, so geometry is rendered from both sides.
- precomputed_tangents : ( Bool ) = False
Load precomputed mesh tangents (needed for improving normal mapping quality on low poly meshes). It's disabled by default since it slows down mesh loading in Blender.
When disabled, the tangents are calculated on the fly from the pixel shader.
Light
- Light Group : ( Int ) = 1
Lights only affect materials with a matching Light Group value.
- Shader : ( Material ) = None
When set, the Material with a custom Light Shader or Light Node Tree that will be used to render this light.