Nodes

Display

Here you can define if geometry generated using the Scene Node Editor should be displayed in the Viewport.

These settings are irrelevant for render output via the Standard or Physical renderers (but are essential for the Viewport renderer).

You can select from the following:

None

The geometry generated by the Scene Node Editor will not be displayed.

Basic Shading (Fast)

The geometry generated by the Scene Node Editor will be displayed. The Viewport will switch to a fast mode with less quality (e.g., no materials will be displayed) for the objects generated by the Scene Node Editor.

In this mode, very many objects can be displayed fluidly in the Viewport (if the graphics card is powerful enough, even millions can be displayed).

Full Shading (Slow)

Geometry generated by the Scene Node Editor will be displayed. In this mode, everything will be displayed in the Viewport.

Please note:: If very many Node-generated objects are involved your computer might be bogged down until it freezes up.

Use Color Channel

The Use Color Channel for Node Material option in the Project Settings menu modifies the calculation of diffuse BSDF colors in Node Materials to that their color is calculated as they would be by the standard material’s Color channel.

This makes the diffuse surface shading of Node Materials independent of the brightness of surrounding surfaces and also of the Emission property that is identical to the luminous properties of other material systems. The behavior of the Node Materials is calculated comparable to a standard material.

Therefore, the use of Global Illumination will produce the same effect as the diffuse shading. The Emission property of Node Materials can still be used for creating lights in conjunction with Global Illumination rendering.

Or to put it differently: By enabling this option, the physically correct calculation (longer render times) is replaced by physically incorrect calculation (shorter render times).

The Background Compositing option can in a Compositing tag can only then affect a Material Node if the Use Color Channel for Node Material option is enabled.