Rendering and Lookdev¶
The Designer renders in two layers: the live View Panel preview (Skia + wgpu, real time), and the production renderer (a GPU-accelerated path tracer for stills and AOVs). This section covers both, plus the texture transfer pipelines that bridge Designer-authored geometry to PBR-ready surfaces.
Two render paths¶
| Path | Used for | Quality | Speed |
|---|---|---|---|
| View Panel (Skia + wgpu) | Live editing | Approximate PBR | 60+ fps |
| Production (path tracer) | Stills, hero shots, .esk previews | Reference PBR | Seconds to minutes |
Switching is automatic: scrub the time slider and you see live;
Rendering > Render Selected triggers the path tracer.
Pages in this section¶
- Hypershade: material editor (node-graph).
- Quality presets: Draft / Preview / Production / Final.
- Lights: directional, point, spot, IBL.
- Render layers: grouping placements for multi-pass rendering.
- Color space: sRGB / Linear / ACEScg / Rec.709 workflows.
- AOVs: Beauty / Diffuse / Specular / Normal / Depth passes.
- Texture transfer pipelines
the eight algorithms + two starred recommended pipelines.
Materials¶
Each Mesh3D placement has a material. Materials store the PBR inputs (albedo, normal, roughness, metalness, IBL contribution). Edit in the Properties pane, or open the Hypershade for a node graph.
Most authoring needs the simple Properties pane; reach for Hypershade when chaining shaders, blending materials, or wiring procedural inputs.
Lights¶
A scene with no lights uses the framework's default ambient (the
flat headlight you see by default). Add Rendering > Light >
Directional for shadows + specular highlights. See Lights.
Quality¶
Rendering > Render Quality > … picks a samples-per-pixel preset:
- Draft (4 spp): scrub-friendly previews.
- Preview (12 spp): tutorial-grade renders.
- Production (64 spp): marketing screenshots.
- Final (256 spp): hero shots, print, logo gifs.
See Quality presets for timing benchmarks.
Color management¶
The Designer is color-managed end-to-end with OCIO. The default working space is sRGB (8-bit unorm output), with three other output transforms shipped:
- Linear sRGB (for VFX comp pipelines).
- ACEScg (for cinematic look-dev).
- Rec.709 (for HD broadcast).
See Color space.
See also¶
- Texture transfer pipelines
the heart of the Designer-to-skin authoring workflow. - Hypershade: material node graph.
- Blue Morpho tutorial
end-to-end render and export.