Skip to content

Render modes

The inspector rail switches what the viewport draws. Sixteen modes in three groups.

Render

ModeShows
Final RenderEverything, including ambient occlusion, bloom, and vignette
Raw RenderThe same lighting with the post stack off

Raw Render is the honest one when you're judging a material — post-processing flatters roughness and hides banding.

CAUTION

Ambient occlusion, bloom, and vignette only apply in Final Render. If a setting seems to do nothing, check which mode you're in.

Material channels

Each isolates one input so you can see it on its own:

  • Base Color
  • Metalness
  • Roughness
  • Specular
  • Normal Map
  • AO Map
  • Opacity
  • Emission
  • Clear Coat
  • Clear Coat Roughness

Six of these — Specular, AO, Opacity, Emission, Clear Coat and Clear Coat Roughness — are hidden by default. The everyday PBR set stays visible so the rail is short; turn the specialists back on in Settings ▸ Viewport.

Metallic-roughness, not specular-glossiness

glTF uses the metallic-roughness workflow, so if you're used to Sketchfab's Specular/Glossiness channels, their equivalents here are Metalness and Roughness.

Geometry

ModeUse it to
MatcapRead form and silhouette with no material or lighting in the way — the fastest way to spot bad shading or a pinched normal
WireframeCheck topology and density
UV CheckerFind stretched, flipped, or overlapping UVs

Texture overrides

The texture panel loads your own maps onto the model, per material and per channel, without touching the file on disk.

Pick a material, pick a channel, drop an image. Or drop a whole folder and let the naming convention sort them.

Strength

Every channel except base color has a 0–1 strength control — the scalar the renderer multiplies that channel by. Pull roughness to 0.3 to see how much of the look it's really carrying.

Base color has no strength slider, and that's a deliberate limitation rather than an oversight: a color map can't be faded toward "unused" without patching the shader. It can only be cleared.

Flip Y on normal maps

Normal maps come in two conventions, and there's no reliable way to detect which you've got:

  • OpenGL (+Y) — green channel points up. Blender, Substance's OpenGL export.
  • DirectX (−Y) — green channel points down. Unreal, Unity's default.

Flip Y inverts the green channel per material. If your surface detail looks inverted — bumps reading as dents under a moving light — this is the switch.

UV inspection

In split view, hovering the UV canvas drops a marker on the model at the matching point — so an unfamiliar island can be traced back to the part of the mesh it actually wraps.

Next: camera tool.