# Settings

Most of the options in this section concerns the viewport display.

# Wireframe

Display the topology of the scene.

Note that showing the Wireframe will lower the performance.

# Smooth Shading

If Smooth Shading is disabled, the face are shaded independently, so you can see the underlying topology. This is the reason why disabling it is preferred during the sculpting stage. However for rendering purposes, sometimes you might want to enable it.

Disabling Smooth Shading improves the performance a little bit.

# Grid

Display a planar grid so that you can get a better understand of how your scene is positioned on the scene.

# Render Resolution

You can change the render resolution, it can be useful if you want to increase the performance in case the rendering is the bottleneck.

# Scene Painting

You can check this option if you want to ignore the objects painting. The default paint used is a white non-metallic material, at 25% roughness.

# Two sided

All faces point to a certain direction. Faces that are considered backfaced are the ones that point "away" from the camera viewpoint.

For example the startup simple sphere will have its faces point towards the outside. If you move the camera inside the sphere you'll then see the backface of theses faces.

Most of the times you shouldn't see the backface part of faces, so coloring them can help you detect potential issues or incorrect topology.

Disabling two sided rendering can improve rendering performance a bit.

# Outline Selection

You can display an outline on your current selection.

This is useful to get visual feedback on your current selected meshes in case Darken Unselected is disabled.

From a performance point of view, using Darken Unselected is much better than using the outline solution.

# Darken Unselected

The objects that are not selected will be darken so that the current selection can stand out.

# Max Detail Range

This slider can let you increase the maximum value of 2 details slider: the one that drives the Voxel Remesher and the one for Dynamic Topology.

# Experimental

# Partial Drawing

If you want to sculpt a very small part of a big mesh or big scene, it can increase performance by a lot! However you can get noticeable artefacts

# Keep Topology At Import

When you import or load a mesh, a quick optimization will occur. It can delete unused

# Load project GUI settings

When you save in .glTF format, all the settings are saved in the file as well. However when you load a project, some settings are ignored, typically the that concerns the Interface, but also some other "general purpose global settings".