Graphics settings
The Graphics pane sets what every model opens with. The inspector's Render tab drives the same renderer state for the model currently on screen, for the session only. See The Render tab.
Quality
| Setting | Options | Default |
|---|---|---|
| Quality | Performance, Balanced, Quality, Custom | Balanced |
| Anti-Aliasing | Off, 2×, 4×, 8× | 4× |
| Key Light | On or off | On |
| Cast Shadows | On or off | On |
| Shadow Quality | 512, 1024, 2048, 4096 | 2048 |
| Bloom | On or off | On |
The preset sets the four controls below it:
| Preset | Shadows | Anti-aliasing | Bloom |
|---|---|---|---|
| Performance | Off | 2× | Off |
| Balanced | On, at 2048 | 4× | On |
| Quality | On, at 4096 | 8× | On |
Changing any of the four individually moves the preset to Custom. Selecting Custom itself does nothing.
Cast Shadows and Shadow Quality are disabled when the key light is off.
Display
| Setting | Options | Default |
|---|---|---|
| Tone Mapping | Khronos PBR Neutral, Linear, Reinhard, ACES, Filmic | Reinhard |
| Post-Processing | On or off | On |
| Dither | On or off | On |
Dither reduces banding in gradients and is disabled when post-processing is off.
Environment
| Setting | Options | Default |
|---|---|---|
| Environment | The bundled environment images | — |
| Environment Lighting | On or off | On |
| Lighting Intensity | 0 to 2 | 0.5 |
| Show as Background | On or off | Off |
| Compress Environment Maps | On or off | On |
Compress Environment Maps re-encodes Solidly's own environment images into a GPU format, saving roughly 90 MB per model. It applies to models opened from then on.
Textures
Both settings here change what a load builds rather than what a frame draws, so they apply to models opened from then on.
| Setting | Options | Default |
|---|---|---|
| Texture Size | Full Size, 4096, 2048, 1024 | Full Size |
| Use the GLTF's Compressed Textures | On or off | On |
A texture wider or taller than the limit is halved until it fits. Only what reaches the GPU is capped; previews, channel analysis, and exports always use the full-size image.
Some glTF files already carry GPU-ready compressed textures. Use the GLTF's Compressed Textures uses them in that state rather than decoding them, which saves both load time and video memory.
Performance
| Setting | Options | Default |
|---|---|---|
| Limit Frame Rate When Idle | On or off | On |
| Model Cache | 256 MB, 512 MB, 768 MB, 1 GB, 2 GB, 4 GB | 768 MB |
A model that is not being moved redraws once per second rather than sixty times. Turning that off holds the GPU at full rate on a still image.
The model cache holds models that are open but not on screen, which is what makes switching back to one immediate. Below the budget, a model is reparsed from disk instead. Settings ▸ Advanced ▸ Caches reports how much of the budget is in use and clears it on demand.