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3D View Display Options

The Display Options panel collects the per‑project settings that control how the 3D model view is drawn — the background and overlays, lighting and shadows, the procedural sky, full‑screen effects, navigation feel, cameras and annotations, VR, and 3D‑tile streaming.

These are view‑wide options: they apply to the whole scene, not to one selected object. (Per‑object appearance — a single mesh, point cloud or polyline — is edited from that object's own entry in the project tree.)

Open it by making a 3D model view the active window — its settings appear in the Properties pane. Settings are arranged into collapsible groups (and sub‑groups); expand a group to see its options, and hover any row for a tooltip. Every change applies to the live view immediately.

Renderer differences

A number of effects — ray‑traced shadows and ambient occlusion, the time‑of‑day sun, bloom, eye‑dome lighting, curvature / slope shading, and annotation‑asset opacity — are part of the Vulkan renderer. Switch the renderer in Project Properties → Use Vulkan Renderer. Ray‑traced features additionally need a ray‑tracing‑capable GPU; rows that need one are greyed out otherwise.


Scene & Environment

The view background and general on‑screen overlays.

SettingWhat it does
Background ColourSolid background colour of the 3D view. Used when the procedural sky (Sky & Atmosphere) is off.
Show Performance HUDOverlay an on‑screen heads‑up display of frame rate (FPS) and CPU/GPU timing. Diagnostic; leave off for normal use.
Show Scene Bounding BoxDraw a wireframe box around the combined extent of all visible scene data. Good for judging overall model size and position. (Distinct from the Bounding Box group at the foot of the panel, which shows the editable min/max coordinates.)
Point AntialiasingRender point‑cloud points as smooth round dots instead of hard squares. Softer look; minor cost on dense clouds.
Line AntialiasingSmooth the edges of polylines and wireframe lines to reduce jaggedness.
North Arrow StyleOn‑screen orientation indicator: North Arrow (compass needle), ArtificialHorizon (aircraft‑style attitude disc) or Shuttle (3D orientation cube).
Rotation Glyph ScaleOn‑screen size of the rotation‑centre widget shown while orbiting. Cosmetic only.

Base Plane

A reference ground plane drawn under the scene for scale and orientation.

SettingWhat it does
Z ModeVertical placement of the plane: ModelFloor (base of the model bounding box), ProjectDatum (the project's Z datum, e.g. sea level) or Custom (the fixed height in Custom Z).
Custom ZFixed world height (project Z units) for the plane when Z Mode = Custom. Ignored in the other modes.
Major / Minor LinesDraw a thicker, brighter line every tenth minor line so scale is easier to read.
Distance FadeFade the plane's grid lines out with distance so they don't clutter the far field.
Show World AxesDraw the world X axis (red) and Y axis (green) through the origin on the plane.
Fade DistanceRadius (world units) over which lines fade when Distance Fade is on. 0 = choose automatically from scene size.

Map Grid

A georeferenced grid drawn at the project's map limits.

SettingWhat it does
X Contour IntervalSpacing between grid lines along the X (easting) axis, in project ground units.
Y Contour IntervalSpacing between grid lines along the Y (northing) axis, in project ground units.
X Grid ColourColour of the grid lines running along the X (easting) axis.
Y Grid ColourColour of the grid lines running along the Y (northing) axis.

Lighting & Shadows

The main directional light, an optional camera headlight, and shadows.

SettingWhat it does
Show Light IndicatorDraw a small marker showing the main light's position/direction.
Show Lighting & Pointer VizVisualise the light direction and the laser/pointer ray as on‑screen guides. Diagnostic aid.
Light AzimuthCompass bearing of the main light, degrees (0–360; 0 = North, 90 = East). Ignored while Time‑of‑Day Sun is enabled.
Light ElevationHeight of the light above the horizon, degrees (0 = horizon, 90 = overhead). Ignored while Time‑of‑Day Sun is enabled.
Use HeadlightAttach the light to the camera so the scene is always lit from the viewer's position (like a head torch), instead of from the fixed Azimuth/Elevation.
Headlight BrightnessIntensity of the camera headlight, 0–100. Only used when Use Headlight is on.
Enable ShadowsCast real‑time sun shadows from meshes and models. Shadows are ray‑traced on the GPU — this needs the Vulkan view on a ray‑tracing‑capable GPU (no effect otherwise). There is a performance cost while enabled.
One shadow toggle

There is no separate "ray‑traced shadows" option. The legacy shadow‑map technique was removed, so Enable Shadows is ray‑traced shadows on a capable GPU. On a GPU without ray‑tracing support the toggle simply has no visible effect.

Time of Day Sun

Drive the sun automatically from a clock instead of the manual Azimuth/Elevation. While enabled this overrides the manual light direction. (Vulkan view.)

SettingWhat it does
Enable Time‑of‑Day SunDrive the sun from a time‑of‑day clock (overrides the manual Light Azimuth/Elevation).
Time (hours 0–24)Time of day in hours. Scrub to move the sun; noon = overhead.
Animate SunSweep the time forward continuously (sunrise to sunset) on the render timer.
Animation Speed (h/s)Simulated hours advanced per real second while animating (1.0 = a 24 h day in 24 s).
Use Solar Position (date + location)Use the real sun position computed from the date and geographic location instead of a procedural sweep. Timezone is estimated from longitude and ignores daylight saving.
Use Project LocationDerive latitude/longitude from the project coordinate system. Off = use the manual values below.
Year / Month / DayDate used for the real solar position (when Use Solar Position is on).
Latitude (deg)Manual latitude (+N / −S), used when Use Project Location is off.
Longitude (deg)Manual longitude (+E / −W), used when Use Project Location is off.

Ambient Occlusion (RTX)

Hardware ray‑traced ambient occlusion. (Vulkan view, ray‑tracing‑capable GPU only — greyed out otherwise.)

SettingWhat it does
Enable Ambient OcclusionDarken crevices, contacts and concave areas with short hardware‑traced rays for added depth. Independent of shadows.
AO RadiusHow far (world units) a surface looks for nearby geometry. Larger = broader, softer shading.
AO IntensityStrength of the AO darkening (0 = off, 1 = full).

Sky & Atmosphere

A computed sky that replaces the flat background colour.

SettingWhat it does
Show Procedural SkyReplace the flat Background Colour with a computed sky (atmosphere + sun + clouds, or a starfield).
Sky ModeEarth Atmosphere (blue sky with sun, scattering and optional clouds) or Planetary Space (black sky with stars and the Milky Way).
Sun IntensityOverall brightness of the sun and sky in Earth Atmosphere mode. Low = dawn/dusk, high = bright midday.
Turbidity (Haze)Amount of atmospheric haze / aerosol scattering in Earth Atmosphere mode. Higher = hazier, warmer sky and softer sun.

Procedural Clouds

Animated clouds for the Earth Atmosphere sky.

SettingWhat it does
Enable CloudsDraw animated procedural clouds.
CoverageFraction of sky covered (0 = clear, 1 = fully overcast).
DensityCloud opacity / thickness (0 = wispy and transparent, 1 = solid).
Pattern Scale (m)Size of the cloud pattern in metres (≈1000–10000). Larger = broader cloud shapes.
Wind Speed (m/s)How fast clouds drift (≈0–20 m/s).
Wind DirectionCompass bearing the clouds drift toward (0–360; 0 = North, 90 = East).
AltitudeApparent height of the cloud layer (0 = near the horizon, 1 = overhead/zenith).

Planetary Space

Star field for the Planetary Space sky.

SettingWhat it does
Star DensityHow many stars fill the sky (0 = none, 1 = densely packed).
Star BrightnessBrightness multiplier applied to the stars.
Star SeedRandom seed for the star pattern. Change it for a different but repeatable layout.
Milky Way BandAdd a faint galactic band across the sky.
ExposureOverall brightness / exposure of the space sky.
Background LevelBlack level of the empty sky between stars (0 = pure black).

Post-Processing Effects

Full‑screen effects applied after the scene is drawn. Each effect is a sub‑group. (Vulkan view.)

Bloom (Glow)

SettingWhat it does
Enable BloomAdd a soft glow that bleeds out from the brightest parts of the image. Cosmetic.
IntensityHow strongly the glow is blended over the image.
ThresholdBrightness (luminance, 0–1) a pixel must exceed before it glows. Higher = only the brightest highlights bloom.

Eye-Dome Lighting

SettingWhat it does
Enable Eye‑Dome LightingDarken depth edges so point‑cloud and mesh structure reads clearly without per‑vertex shading. Especially useful for un‑coloured point clouds.
StrengthHow dark the edge shading is. Higher = stronger, higher‑contrast outlines.

Structural Shading

Attribute‑free shading that reveals geological structure on bare geometry — works even on tiled models with no per‑vertex attributes.

SettingWhat it does
Enable Curvature ShadingShade by curvature from scene depth: concave creases darken, convex ridges brighten, making folds and faults stand out. Overrides Eye‑Dome Lighting while on.
Curvature StrengthIntensity of the curvature shading. Higher = more pronounced relief.
Show Slope / Aspect (Dip)Colour surfaces by orientation: hue = dip‑direction (compass aspect), saturation = dip angle (flat = pale, vertical = vivid). Works on SLPK/tiled models. Overrides texture/attribute/lit colour while on.

Orthographic Grid Overlay

An adaptive measurement grid, drawn only in orthographic (non‑perspective) projection.

SettingWhat it does
Enable Grid OverlayDraw the adaptive grid while in orthographic view. Spacing adjusts automatically with zoom. No effect in perspective view.
OpacityOpacity of the grid lines, 0.0 (invisible) – 1.0 (solid).
Detail LevelsNumber of nested grid scales drawn at once (3–6). More levels show finer subdivisions as you zoom in.
Line WidthThickness of the grid lines in pixels (0.5–5.0).

Geometry & LOD

Scene‑wide geometry display.

SettingWhat it does
Vertical ScaleVertical exaggeration of the whole scene (1.0 = true scale, 2.0 = heights doubled). Emphasises subtle topography but distorts true geometry.
Camera Zoom %Camera field‑of‑view / zoom as a percentage (0–200). Lower zooms in (narrower FOV), higher zooms out.
Full‑Resolution Tiles While InterpretingForce tiled models to their highest detail while interpreting on them, instead of the usual view‑dependent LOD. More accurate picking; uses more memory and can slow very large models.
Geobody & Zone InfillRender solid filled volumes for geobodies and zones instead of just their boundary surfaces.

How the mouse drives the camera, plus interpretation feedback.

SettingWhat it does
Mouse ProfileMouse button / orbit‑pan‑zoom mapping preset: VRGS Current, VRGS Expert (enables camera roll), Pix4D, Blender, CloudCompare or Metashape.
Show Segmentation PointsShow the 3D marker labels placed by the image‑segmentation (SAM) tools.

Auto Spin

Flick‑to‑spin momentum after a rotate drag.

SettingWhat it does
Enable Auto SpinAfter a mouse‑drag rotate, keep spinning with momentum and gradually slow to a stop.
Decay RateHow quickly spin momentum bleeds off. Higher = stops sooner.
Stop ThresholdMinimum angular velocity below which the spin is treated as stopped.
Flick SensitivityMultiplier from mouse flick speed to spin speed. Higher = a small flick spins faster.

Interpretation Line

Appearance of the line drawn while interpreting.

SettingWhat it does
Auto TranslateAutomatically pan the camera to follow the most recent interpretation segment as you draw.
Auto Scale WidthAutomatically match the drawn width to local point spacing so the line stays visible at any scale.
Line ColourColour of the interpretation line.
Line WidthBase drawn width in world units (used when Auto Scale Width is off).

Cameras & Annotations

Viewpoint glyphs, annotation‑asset opacity, and the text labels (billboards).

SettingWhat it does
Show Viewpoint CamerasShow camera/viewpoint glyphs for the other panes when in split or multi‑view mode.
Viewpoint Glyph SizeOn‑screen size of those glyphs, in world units.
Annotation Asset OpacitySee‑through level for annotation assets (scale bars, waypoints, sample markers): 0 = invisible, 1 = fully opaque. Interactive gizmos stay opaque. (Vulkan view.)

Billboards (Text Labels)

SettingWhat it does
Fixed Screen SizeKeep label text a constant size on screen (pixels) regardless of zoom. Off = sized in world metres and shrinks with distance.
Text SizeSize of label text: world metres when Fixed Screen Size is off, screen pixels when it is on.
Solid BackgroundDraw an opaque panel behind label text for readability. Off = transparent (text only).
Background ColourFill colour of the label background panel (used when Solid Background is on).
Text ColourColour of the label text.

VR / XR

Settings for viewing and moving through the scene in a VR headset. (Requires the Vulkan renderer.)

SettingWhat it does
Mirror VR to ScreenDuplicate the headset view onto the desktop window so onlookers can follow along. Small performance cost.
Hand Controller Model3D model drawn for the controllers — match your headset: Oculus Touch or HTC Vive.
Menu Colour SchemeColour theme for the in‑VR menus and dialogs: Default, Earthy Warm, Mineral Cool or Terra Cotta.
Movement SpeedBase free‑fly locomotion speed (typical 0.001–0.1).
Rotation SpeedYaw / turn speed when turning in VR (typical 0.1–5.0).
Speed Boost MultiplierExtra speed factor while the controller's speed‑boost grip is held (typical 1.0–10.0).

Laser Pointer

SettingWhat it does
Falloff ExponentHow sharply the laser‑pointer highlight fades from its centre. Higher = tighter, more focused spot.
CutoffIntensity threshold below which the highlight is clipped to nothing.

Cesium 3D Tiles

Streaming controls for Cesium 3D Tiles datasets, grouped by intent. These trade image quality against bandwidth, memory and responsiveness.

Quality

SettingWhat it does
Quality (Screen‑Space Error)Maximum on‑screen error, in pixels, before a tile refines to higher detail (2–32). Lower = sharper but loads more tiles and uses more memory/bandwidth; higher = coarser but lighter.

Streaming & Preload

SettingWhat it does
Max Concurrent DownloadsMaximum tiles downloading at once (10–100). Higher fills detail faster but can saturate a slow connection.
Loading Descendant LimitHow many levels of higher‑detail child tiles may load at once (1–100). Lower shows something for the current view first; higher loads deeper detail sooner.
Preload AncestorsKeep lower‑detail parent tiles ready so zooming out stays smooth.
Preload SiblingsPreload tiles next to the current view so panning stays smooth.
Prevent HolesAlways keep a low‑resolution tile visible while its high‑resolution replacement loads, so no gaps appear (may look blurry briefly).
Fog CullingSkip refining distant, fogged tiles to higher detail so nearby tiles load first.

Memory & Performance

SettingWhat it does
Max Cache (MB)Memory budget for cached tiles (128–2048 MB). Larger avoids re‑downloading recently seen tiles, at the cost of RAM.
Frame Budget (ms)Maximum time per frame spent preparing newly downloaded tiles on the main thread (0 = unlimited, otherwise 1–20 ms). Lower keeps the view responsive while tiles stream; higher loads them in faster.
Tuning Cesium

For the sharpest result on a fast machine and connection, lower Quality (Screen‑Space Error) and raise Max Cache and Max Concurrent Downloads. For the smoothest experience on a slow link, raise the Screen‑Space Error and enable the Preload / Prevent Holes options.


Projection / MPCDI

Advanced multi‑projector frustum calibration for powerwalls and immersive projection rigs. Leave MPCDI off for a standard desktop view.

SettingWhat it does
Use MPCDI FrustumOverride the normal camera with an MPCDI multi‑projector frustum calibration.

Direction

Projector orientation, in degrees.

SettingWhat it does
PitchTilt up/down.
RollRotation about the view axis.
YawTurn left/right.

Frustum Half-Angles

Half‑angle from the view axis to each edge of the projector frustum, in degrees.

SettingWhat it does
LeftTo the left edge of the frustum.
RightTo the right edge of the frustum.
UpperTo the top edge of the frustum.
LowerTo the bottom edge of the frustum.

Bounding Box

At the foot of the panel, the Bounding Box group shows the scene's extents as editable min/max coordinates (X, Y, Z). Unlike Show Scene Bounding Box (a display toggle in Scene & Environment), these are the underlying numeric limits of the map area.