On systems with sufficient memory and graphic cards, provides large scene performance optimization and higher quality lighting and shaders. It allows for high interactivity:
you can tumble complex scenes with many objects as well as large objects with heavy geometry.
To switch to , select Renderer > Viewport 2.0 from the Panel Menus.
For the best performance and scalability, switch to without enabling texturing or shading in any of the other workspace modes. You should work with only one workspace panel
displayed in and avoid switching between workspace modes.
supports the following features.
Follow these links to navigate to the section of interest:
Viewport interaction limitations
- polygon sorting
It is recommended that the ViewCube be disabled for Viewport 2.0. You can disable the ViewCube by selecting Window > Settings > Preferences
> and disabling .
- file texture image sequences
- display layer display type: Template and Reference
- custom HUD for plug-ins
Shaders and textures
- wireframe, shaded, and default material shading modes
- hotkeys for shaded/lighting modes as follows:
- 5 key for non-textured mode and default lighting
- 6 key for textured mode and default lighting
- 7 key for scene lighting, that can be combined with the use of the 5 and 6 key modes
- adjusting material attributes in the and interactively visualizing the results
- bump mapping in all three modes: , and
- multiple CPV sets for surface shaders
- support for undefined color areas, where no color has been applied
- support for CPV modes such as Multiply, Add, Subtract
- support for different material channels
- spherical and cubical environment mapping
NoteWhen using the node with the default quality or high quality viewport, you must divide your cube texture data into individual sides of the
cube. The node has separate attributes for all of the faces of the cube: , , and so forth, which get combined into one cube map. Beginning Maya 2012, you can avoid doing this in Viewport 2.0. You can
connect your single file texture that includes all six sides of a cube to the attribute of the node, and Maya will load the cube map texture properly as a single cube map.
- render nodes as follows:
- Approximated support for , , , and shader, as well as for plug-in shaders with attribute names that match the shader
- Ptex textures. See Previewing Ptex textures for more information.
- non-layered textures
- all other Maya 2D shading nodes, including , are supported as baked textures. See Internal texture baking in Viewport 2.0 for more information.
- multiple ramp channels supported (for example, using , , ramps simultaneously, and so forth)
- multiple lights supported for and modes and channel
- mode not supported for ramp
- not supported
- mapped ramps not supported
- use of multiple surface shaders in the same shader graph (for example, a shader connected to the input of a shader)
- all 3D shading nodes are supported as baked textures
- CgFX shaders
- substance textures
- approximated mental ray shader support:
- , and (approximated as )
- , , (approximated as )
- , , (approximated as )
- , , (approximated as )
- supported Utilities nodes:
If an object does not have a shader assigned, the object appears shaded in the scene view with a green color. If a shading
network error occurs, the object appears shaded in the scene view with a red color.
- All other shaders not listed above are currently not supported.
- overrides per shader are not supported.
- Conversion of HDR linear image to display color space is not supported.
- image based lighting does not visualize in Viewport 2.0
- map visualizer for final gather and photon maps (for mental ray for Maya)
- mental ray area lights, light shape options (for example, , , and )
- plug-in shapes
- plug-in hardware shaders
- plug-in locators
- plug-in renderer
- screen-space ambient occlusion
- motion blur
- multisample anti-aliasing
- gamma correction
- depth of field
NoteYou can enable depth of field by selecting, from the panel menus, .
Tip To select a for , select , then select the object you wish to remain in focus. The heads up display should indicate the distance of the object from the camera. Use this as your .
- consolidate world
- vertex animation cache. See Vertex Animation Cache for more information.
- thread dependency graph evaluation
- widespread improvements in tumble performance of large scenes and in animation performance with large or complicated scenes
Animation and rigging
- (coloring of vertices based on joint color) not supported.
The following dynamics features are supported:
- dynamics manipulators support
- field manipulators
- fluid slice manipulators
- artisan sculpting brush manipulators
- nucleus marker
- multi-directional arrows for volume emitter
- paint effects supported when converted to polygons
- fluid effects:
- drawing of fluids in shaded mode
- fluid container draw boundaries
- performance improvements when playing back fluid effects in Viewport 2.0. These improvements are due to a reduction in memory
use and 3D texture draw.
- point and multi-point draw types supported in wireframe
- numeric particle render type (supports particleId)
NoteCurrent limitation: changing emitter types
- for particle placement
The Maya Hardware 2.0 renderer supports command line and batch rendering from Viewport 2.0. You can select the Maya Hardware
2.0 renderer using the following methods:
See Maya Hardware 2.0 renderer for more information regarding the Hardware 2.0 renderer.