Object

    See also

    There are several other properties.

    Enables the object to only receive shadow rays.It is to be noted that shadow catcher objects will interact with other CG objects via indirect light interaction.This feature makes it really easy to combine CGI elementsinto a real-world footage.

    Objects can be set to be invisible to particular ray types:

    • Camera
    • Makes the object visible in camera rays.
    • Makes the object visible in diffuse rays.
    • Glossy
    • Makes the object visible in glossy rays.
    • Transmission
    • Makes the object visible in transmission rays.
    • Volume Scatter
    • Makes the object visible in transmission rays.
    • Enables the object to cast shadows.

    This can be used, for example, to make an emitting mesh invisible to camera rays.For instancers, visibility is inherited; if the parent object is hidden for some ray types,the children will be hidden for these too.

    In terms of performance, using these options is more efficient that using a shader node setupthat achieves the same effect.Objects invisible to a certain ray will be skipped in ray traversal already,leading to fewer rays cast and shaders executed.

    • Use Camera Cull
    • Ignore and this way make objects invisible to rays outside of the camera frustum.
    • Use Distance Cull
    • Will cull any objects further from the camera than a given distance. When used in combination withcamera frustum culling, this can be used to avoid culling nearby objects that are outside the camera frustum,but still visible in reflections. It is also useful to cull small objects far from the camera.

    Motion Blur

    Reference

    Panel:Object ‣ Motion Blur

    Each object has its own motion blur settings along withthe Scene Level Motion BlurThese settings can be foundin the tabof the Properties editor.

    • Deformation
    • Enables motion blur for deformed meshes such as animated characters, including hair.
    • Controls accuracy of deformation motion blur, more steps gives more memory usage.The actual number of time steps is (2^{steps -1}).

    Warning

    Common examples of this are animated Booleans, Deformation before Edge Split, Remesh, Skin or Decimate modifiers.