Object Render Properties

Set shadow, visibility, and opacity properties on geometry.

What it does

Object Render Properties rides along on a piece of geometry and stamps render-time behaviour onto it, covering shadows, visibility, opacity and sort order, without touching the shape. It is a pass-through: geometry goes in, the same geometry comes out, now carrying instructions the renderer reads when it draws the scene.

Since the geometry's form is unchanged, the node sits anywhere in a chain of geometry nodes.

When to use it

ParameterTypeDefault
geometryOneOf([Collection])
cast_shadowsBooleantrue
receive_shadowsBooleantrue
double_sidedBooleantrue
visibleBooleantrue
opacityNumber1
render_orderNumber0
strengthNumber1

Gotchas

Visible hides the object from the render, and the node still passes its geometry through. Anything downstream that reads the shape, including measurements, further modifiers and export, still sees it. Visible is render-time hiding, not removal from the graph.

Double Sided defaults to on. Turn it off for single-sided culling, such as matching a closed solid whose back face is never seen. On thin or open geometry, turning it off makes the object disappear when viewed from behind.

Render Order sorts transparency only. It is a tie-breaker for overlapping semi-transparent objects, not a general depth override. Higher values draw later, so raise it on whichever object should appear in front.

Worked example

  1. Add Object Render Properties and wire your geometry into it.

  2. Turn off Cast Shadows on a small background prop so it does not throw an unwanted shadow across the scene.

  3. Drop Opacity to 0.5 and animate it over time to fade the object in.

  4. If it overlaps another transparent object and draws in the wrong order, raise Render Order until it sits correctly in front.

See also

Light · Material · Render · Geometry (meshes)