The Objects tab allows control over the geometry of all the objects in the scene and the setting of object-specific properties. In the objects tab, you can also hide objects that you don’t want to be seen in the scene.
Each object in the scene has a Type assigned to it, for example, a chair. An object can be composed of child objects that have their own types. A chair can be composed from one object of type back, four objects of type leg, and one object of type cushion. One object type can have multiple instances, for example, there can be four chairs of the same type in a scene.
Objects hierarchy list
The hierarchical list control in the Objects tab allows the hierarchy of objects to be inspected. The list can be sorted:
- by face count (objects with the most faces first) - this sorting helps to identify the most complex objects that may be optimized if the scene is too large
The selected object is marked in green 🟩; objects of the same type as the selected one are marked in orange 🟧.
The following information is displayed for the selected object:
- Faces - The number of triangular faces the object consists of
- Lightmap resolution - The effective lightmap resolution of the object. It may differ from the global Lightmap resolution set in the Bake tab because:
- this object or some of its parent objects uses Custom lightmap resolution (see below), or
- the resolution has been automatically decreased to satisfy the Max lightmaps setting in the Bake tab
- Collisions - Whether collisions are disabled for the object (see Custom collisions setting below)
Object type properties
The following properties are displayed for the selected object type:
- Type - The object type
- Instances - The number of objects of this type
The following properties can be assigned to an object type:
- Custom lightmap resolution - Replaces the global lightmap resolution. This is mostly useful to decrease the lightmap resolution for large, but not key parts of a scene, such as outside walls or the terrain around a building.
- Custom collisions setting - Allows collisions to be disabled for objects through which the camera may pass (for example, a closed door).
- Isolate shadows - Makes an object receive shadows from other objects even though it does not cast shadows on them.
- Custom hide in views - Allows views to be selected in which the object is hidden. The most common use for this setting is to hide a ceiling from a top view. Another example is room names in 3D text that are visible only in the top view.
- Walk on - This setting is only visible if the Auto climb option is selected in the Camera tab.
In the auto climb mode, the Walk on option should be active for all surfaces influencing the height of the camera (all floors, stairs, terrain).
❕ Unless a child has its own values, the above settings affect all objects of a given type and all their child objects. For example, if an object of type exterior is composed of terrain, plants, and road, setting a custom lightmap resolution for the exterior also sets it for the three child objects.
Scene statistics show the total size of the scene geometry (the number of faces and the size of geometry buffers used by the GPU).