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Viewport

Visualizers and channel switches

The inspector's Render ▸ View section holds one group of exclusive visualizers and several groups of independent switches. Every control here changes what the viewport draws for the current session and none of them modifies the file.

Visualize

The visualizers are mutually exclusive. Selecting one replaces normal shading; selecting it again returns to shaded rendering.

VisualizerWhat it showsWhat a problem looks like
UV CheckerA checker pattern mapped through the texture coordinatesThe checker should stay square and evenly sized. Stretching or sudden size changes mean distorted or inconsistent UVs
UV CoordinatesTexture coordinates drawn as colour, red for U and green for VBlack means the primitive has no UVs
Unlit Base ColorBase colour with all lighting removed
Geometry NormalsVertex normals, with normal maps ignoredHard facets where you expect smooth shading mean broken or missing normals
Shading NormalsThe final normals after normal mapping, which is exactly what lighting uses
Normal MapThe raw sampled normal textureUniform flat blue means no normal map is bound
Roughness TextureThe sampled roughness channel as greyscaleSolid white means no roughness texture is bound
Metallic TextureThe sampled metallic channel as greyscaleSolid black means no metallic texture is bound
TangentsTangent directionsMagenta marks primitives without tangents. Generate them from Resources ▸ Meshes
BitangentsBitangent directionsFlipped patches usually mean mirrored UVs with the wrong tangent handedness
Vertex ColorsCOLOR_0 vertex dataSolid white means the mesh carries no vertex colours
Face OrientationBlue for front faces, red for back facesRed on the outside means flipped winding

UV Checker and UV Coordinates add a UV Set control for choosing between UV0 and UV1, and UV Checker adds a Checker Scale slider.

Two further rows combine with any of the above:

  • Wireframe overlays triangle edges on whatever else is being drawn, with an adjustable line width.
  • Display Normal Vectors draws a short line from each authored vertex normal.

Material channels

Each switch removes one material contribution, which shows what that contribution was doing.

SwitchOff means
Base ColorEvery surface renders with a neutral white base
Normal MapsShading uses geometry normals only
MetallicEvery surface is treated as dielectric
RoughnessA uniform default roughness is used
OcclusionBaked ambient occlusion is ignored
EmissiveEmissive surfaces stop glowing
AlphaEverything renders opaque

Lighting

SwitchEffect
Image DiffuseThe diffuse contribution from the environment image
Image SpecularSpecular reflections from the environment image
Model Lights (glTF) or Imported Lights (FBX)Lights that came from the file, with Point Lights and Spot Lights as sub-switches

glTF extensions

For a glTF or GLB model, one switch per supported material extension: Clearcoat, Sheen, Specular, Transmission, Volume, Iridescence, Anisotropy, and Diffuse Transmission.

USD shading

For a USD stage, the switches describe what the viewer does with the surfaces the stage authored. A row appears only when the stage has something for it to act on.

ControlEffect
Render ContextAuthored shades each material through the output the stage declares, including MaterialX. Universal approximates each material from its UsdPreviewSurface inputs, which is what a viewer without MaterialX support renders
Scene MaterialsOff draws every surface with the viewer's default surface, ignoring material bindings
Display Colorprimvars:displayColor and displayOpacity, which tint the surface even with scene materials off
DisplacementOff draws the undisplaced surface
VolumesUsdVol fields

The visualizers, the material channel switches, and unlit rendering have no effect on a material shaded through the mtlx render context, because a MaterialX-generated shader does not read the values that drive them. Switching Render Context to Universal puts the model back on the UsdPreviewSurface approximation, where all of them apply.

USD lighting

ControlEffect
Scene LightsLights authored on the stage. Off leaves only the viewer's key light and environment. Sub-switches appear per light type present: Distant, Sphere, Rect, Disk, Cylinder, and Mesh
Light Linkingcollection:lightLink. Off lights everything from every light
Shadow OpinionsUsdLuxShadowAPI, covering shadow enable, colour, distance, falloff, and shadow linking
Light ShapingUsdLuxShapingAPI focus and IES profile. The cone itself is unaffected
Photometryinputs:exposure, colorTemperature, and normalize. Off leaves raw intensity and colour