OpenGL View

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OpenGL View governs the plain, solid-shaded viewport — a single directional light, a solid material look, and no image-based lighting. It's the fast, everyday-modeling view, and it's what you see unless PBR Preview (key P) is switched on. PBR View replaces it with a real Cook-Torrance shader driven by the model's actual material data — see PBR View for the physically-based counterpart to every section on this page.

The same model and camera angle rendered side by side in OpenGL View's flat solid shading and PBR View's physically-based lighting, for direct comparison
The same model and camera angle in OpenGL View and PBR View, side by side — what the fast solid preview trades away against the physically-based render.

Opening the settings window

Shift+P opens whichever settings window matches the current preview state: the OpenGL Settings panel while PBR Preview is off, PBR Settings while it's on. Both are floating, resizable tool palettes, not modals — you can leave one open and keep working.

Sections

A Load/Save OpenGL Preset (.ogl) button pair sits at the top, followed by six closed-by-default accordions: Directional Light, Secondary Light, Third Light, Fourth Light (all three covered together in Secondary / Third / Fourth Light), Mesh View, and Layer View.

The viewport backdrop and gradient colors used to live in this window; they now live in Settings > Interface > Viewport Background — still saved and loaded by .ogl presets, just edited from a different panel.