user: Provide the full official documentation entry for – Solid, preserving all code examples.

assistant: This mode utilizes the [Workbench Render Engine](../../../render/workbench/introduction.html) to render the 3D Viewport.
It shows solid geometry but uses simplified shading and lighting without the use of shader nodes.
Solid mode is good for modeling and sculpting, and is really useful with the multitude of
options to emphasize certain geometric features.

Lighting
:   How lights are computed.

    Flat:
    :   Do not calculate any lighting. The base color of the scene will be rendered.

    Studio:
    :   Use studio lights to light the objects.
        The studio lights can be [configured in the preferences](../../preferences/lights.html#prefs-lights-studio).
        Studio lights can follow the camera or be fixed. When fixed the angle of the lights can be adjusted.

        World Space Lighting
        :   Uses world space lighting so lights do not follow the view camera.

        Rotation
        :   The rotation of the studio lights on the Z axis.

    MatCap:
    :   Use a material capture to light the objects in the scene.
        MatCaps can be flipped horizontally by clicking the Flip MatCap button.

        Custom MatCaps can be [loaded in the preferences](../../preferences/lights.html#prefs-lights-matcaps).

Object Color
:   The source to compute the color for objects in the viewport.

    Material:
    :   Use the color that can be set per material
        in the Viewport Display [Material](../../../render/workbench/display_settings.html#properties-material-viewport-display) panel.

    Object:
    :   Use the color that can be set per object
        in the Viewport Display [Object](../../../render/workbench/display_settings.html#properties-object-viewport-display) panel.

    Random:
    :   A random color will be selected for every object in the scene.

    Attribute:
    :   Display the active [Color Attribute](../../../modeling/meshes/properties/object_data.html#modeling-meshes-properties-object-data-color-attributes)
        of an object. When an object has no active Color Attribute it will be rendered in the color set
        in the Viewport Display [Object](../../../render/workbench/display_settings.html#properties-object-viewport-display) panel.

    Texture:
    :   Show the texture from the active image texture node using the active UV map coordinates
        When an object has no active texture the object will be rendered with the settings
        in the Viewport Display [Material](../../../render/workbench/display_settings.html#properties-material-viewport-display) panel.

    Custom:
    :   Render the whole scene using a single color. The color can be chosen.

Background
:   How the background is displayed in the 3D Viewport.

    Theme:
    :   Use the background of the theme. This can be configured in the
        [Themes Preferences](../../preferences/themes.html)
        under 3D Viewport ‣ Theme Space ‣ Gradient Colors.

    World:
    :   Use the color from the [World](../../../render/lights/world.html)’s Viewport Display options.

    Custom:
    :   Select a custom color for the background of the 3D Viewport.

### Options

Backface Culling
:   Use backface culling to hide backsides of faces.

Outline
:   Render the outline of objects in the viewport. The color of the outline can be adjusted.

Specular Highlighting
:   Render specular highlights.

X-Ray `Alt`-`Z`
:   Render the scene transparent.
    With the slider you can control how transparent the scene should appear.

Shadow
:   Renders a sharp shadow in the scene.

    Darkness
    :   Defines how dark the shadow should be rendered. This slider can be adjusted
        between 0 (shadow not visible) and 1 (shadow is black).

    Shadow Settings
    :   Direction
        :   Controls the direction of the light source that casts the shadows.

        Offset
        :   Controls the Shadow termination angle. It can be used to limit self shadowing artifacts.

        Focus
        :   Controls the falloff near the edge of the shadow.

Depth of Field
:   Use the Depth of Field settings of the active camera in the viewport.
    Only visible when looking through the camera.

    The settings are located on Properties ‣ Camera ‣ Depth of Field panel.

#### Cavity

Highlight ridges and valleys in the scene geometry.

Type
:   Method how to calculate the cavity.

    World:
    :   More precise but is slower to calculate.

    Screen:
    :   Fast but does not take the size of the ridges and valleys into account.

    Both:
    :   Both will use both methods.

Ridge
:   Control the visibility of ridges.

Valley
:   Control the visibility of valleys.