Motion blur is only generated for regular object transformations, e.g. moving, rotating, and resizing.  Skinned objects will not currently show motion blur for animated bones.

Geometry
--------

Faces with holes will only render with "individual faces" enabled, or you can just enable triangulation.


Lights
------

When using shadow maps, the scene has to render the scene once for each light so it can be slower.
Due to a quirk in the trueSpace API, shadow map sharpness can only be specified as Low, Med, High - the numeric value is ignored.

Shadow maps can be used with all lights, though local lights have to be pointed to face the right way (like a spotlight)



Surfaces
--------

Supported shaders:

Color
  All shaders will translate, but any procedural texture will be converted to a
  plain texture map automatically, so "solid" textures will be incorrect
      
Reflectance

  Most shaders will render as expected, but a couple of shaders and parameters 
  have special effects:
    
    translucent plastic - using this shader will enabled sub-surface scattering 
    to simulate materials with real depth.  This will certainly slow render 
    time, but will look quite effective.
    
    caligari metal, caligari metal enhanced - when reflections are used, they 
    will be colored the same as the metal surface.  This more accurately 
    represents the real-world properties of reflective metallic surfaces.
    
  
  The following are unsupported and will render as plain objects:
	  conductor
	  chrome2d
	  wrapped anisotropic
	  wrapped circular anisotropic
	  environment map
	  environment
	  wrapped woven anisotropic
	  shadow catcher
	  any custom shaders
  
Transparency
  Plain transparency, transparency maps, and filtered transparency maps should 
  all render correctly, although when colored textures are used there will be
  a difference to the Lightworks results.

Displacement
  Only the "image" type is supported, and should work as it does with Lightworks.  
  The important point to note is that if the "filter" checkbox is checked, true 
  displacement mapping will be enabled instead of just bump mapping.  This can 
  look a lot more effective, especially on NURBS and subdivision surfaces,
  but may slow down rendering especially if raytracing is enabled.

Global shaders:

Foreground
  depth cue
  fog - only the "regular" type is supported, not "ground"
  snow - unsupported
  simple volumetric - unsupported
  advanced volumetric - unsupported
  
Background
  color
  graduated
  image - "filter" and "animate" have no effect
  clouds - will render as the "background" color
  
  

Misc
----

Decent free XML file editor for adjusting settings: http://www.microsoft.com/downloads/details.aspx?familyid=72d6aa49-787d-4118-ba5f-4f30fe913628&displaylang=en