If your graphics card capabilities and settings are such that alpha to coverage and multisampling are available, alpha to coverage will be used for transparency (see Edit->Preferences->Rendering to enable multisampling). Otherwise, alpha testing is used.
Alpha testing is used for transparency.
Blending is used for transparency. The geometry is not sorted so this setting will typically result in many value errors related to alpha blending and the depth buffer.
Both alpha testing and blending are used. This reduces the errors from "blending only" but does not eliminate them.
All geometry is opaque.
Only geometry with alpha values greater than this number will be rendered when alpha testing is enabled.
The amount of oversampling used for anisotropic filtering.
Enabling this option causes tree rendering to be slower, but use far less memory on the graphics card. This option should only be used on high polygon tree models or when the SpeedTree Modeler is used concurrently with other graphics applications.
Controls how large force icons appear in the Tree Window.
Units used for the minimum allowed distance between control points.
Space between control points is a percentage of the parent branch's length set with the Relative Spacing property value.
Space between control points is a real-world unit size set with the Absolute Spacing property value.
The minimum distance (relative to the parent branch's length) allowed between control points.
equires a Spacing Style of 'Relative'.
The minimum distance (as a real-world unit) allowed between control points.
Requires a Spacing Style of 'Absolute'.
The accuracy of the bezier spline that is created after hand drawing. Higher values result in the creation of more control points.
The types of control points that are used to form the bezier spline.
Control point handles are independently rotated and scaled to best fit the hand drawing.
Control point handles are rotated in unison (per control point) but are scaled independently, creating linear tangents.
Control point handles are rotated and scaled in unison, creating symmetrical tangents.
The width and height (in pixels) of the depth shadow.
How far geometry is offset from itself when rendering into the depth shadow (increase this value to reduce shadow acne at the expense of shadows separating from their casters).
Display a shadow on the ground plane.
Objects in the scene cannot be manipulated.
Objects in the scene can be translated by using the manipulator. This does not include any part of the tree model itself. Use node editing to move individual nodes based on their properties.
Objects in the scene can be rotated by using the manipulator. This does not include any part of the tree model itself. Use node editing to move individual nodes based on their properties.
Objects in the scene can be scaled by using the manipulator. This does not include any part of the tree model itself. Use node editing to move individual nodes based on their properties.
Manipulation is relative to the world coordinate system.
Manipulation is relative to the parent object's coordinate system (currently the same as global).
Manipulation is relative to the selected object's coordinate system.
Scales the size of manipulators in the Tree Window.
When enabled, a manipulator object is overlayed on top of selected nodes for quick edits to common properties.
Near and far clipping planes are calculated based on scene extents. Use this value to scale the computed near clipping plane value.
Near and far clipping planes are calculated based on scene extents. Use this value to scale the computed far clipping plane value.
Show a single view of the scene in the Tree Window.
Show all four views of the scene.
Show two views of the scene, one on top of the other.
Show two views of the scene, one beside the other.
Sets the style of projection used in the active viewport. "Camera" is currently unsupported.
Color of the background.
Color of the grid lines
Color of the projection labels.
Always show the projection labels (xy plane, perspecitve, etc.).
Label projections when more than one is visible.
Never show projection labels.
Toggles the visibility of the light (it is always on).
Toggles the text information overlaid in the Tree Window.
Reports the number of vertices for each geometry type along with the triangle count in the tree window overlay
Toggles display of the grid on the ground plane.
Sets the distance between grid lines.
Orbit the view by dragging the pointer with the left mouse button down. Pan by dragging with the middle mouse button down. Zoom using the wheel or dragging with both the left and right mouse buttons down. The up vector is always maintained in this mode.
Same as standard, without the up vector restriction.
Navigate the scene in a more first person style. Left button dragging equals walk forwards (up), backwards (down), and rotating (left to right). Middle button dragging equals panning. Left and middle dragging equals free look.
Scales all navigation movement (panning, walking, zooming).
Scales all navigation rotating (looking).
How many units are covered by the grid in perspective projections.
The field of view of the viewer.