Select for a high performance scene view that optimizes large scenes. It allows you to interact with complex scenes with many objects
as well as large objects with heavy geometry.
Renderer > Viewport 2.0 >
Opens the window, which contains the following options.
Memory issues are more likely to occur if you are using a 32-bit version of Maya. Scene sizes supported on 32-bit systems,
or systems with less than 4 GB of memory may be limited.
This option attempts to combine geometry caches for shapes using a common material. In many scenes, this can produce a significant
improvement in performance at the cost of additional memory.
When combining geometry, moves vertices of multiple objects into a new shared object-space. Therefore, if your plug-in shader make assumptions about
the object-space coordinates of an object, will break these assumptions and your shader may not render correctly.
To use this feature, vertex normals must be re-normalized to unit-length. Therefore, materials that do not use unit-length
normals are not compatible with .
When an object changes, it is unconsolidated. It is then re-consolidated if it remains unchanged for a few frames. Therefore,
if you notice that an object draws differently in the viewport a very short time after being edited or unselected, it may
be due to. If this is undesirable, then disable this option.
If the workspace becomes unstable, try disabling this option.
Some operations may incur slight delays when using this option.
When enabled, Maya caches the resulting mesh data for each frame of your animation, allowing for much more interactive scrubbing
of your animation.
- : Select this option to disable . Select this option if you are working on a modeling or lighting workflow where you are not playing back the scene and you
are performing only interactive workflows.
- : This option caches the vertex buffers on the GPU. is faster than if there is enough memory on the graphics card to store all of the scene, texture and animation frames. Otherwise; if there
is not enough memory, you may experience system slowdowns. Switch to if this occurs.
- : This option caches the vertex buffers in system memory. is slower than , but typically there is much more memory available for caching buffers.
- is disabled by default. Using this feature, you can tumble the camera, move transform nodes and adjust lighting while obtaining
real-time preview in Viewport 2.0.
- does not support caching of dynamics simulations.
- Sub-frame animation is not supported when is enabled.
- When using this option, you must ensure that you have sufficient memory available for large scenes or complex scenes with
many objects or heavy geometry. Performance may be compromised if you select this option and sufficient memory is not available.
- In order for this option to work, any history nodes that change the topology of mesh data must come before any node that changes
based on time. This includes the option on the node and the node, which should be set to off in order to work with .
- If your Playback speed is clamped, for example, to 24 fps, may require several cycles to completely cache all of the animation in the timeline. An alternate method to increase efficiency
is to set the to and to the desired frame rate. You can set the via the , category ().
- If your scene includes any expression nodes, then the performance improvement the caching provides is reduced because the
expression node forces some DG evaluation which could otherwise be skipped over.
Enable this option so that if you have multiple instances (or especially a large number of instances) of a Maya shape, such
as a poly object, and all of which use the same material, then they render using hardware instancing. This eliminates graphics
driver state change overhead and render pipeline overhead for much faster rendering results.
NoteThis feature is not currently available on the Mac OS X platform.
When enabled, Maya attempts to evaluate separate characters (sub-graphs of DG) in separate threads.
Use this option to set the maximum number of lights that are used in rendering. Hidden lights are not included. The default
is 8 lights and the maximum is 16.
Select from the following transparency sorting algorithms.
- : No transparency sorting.
- : Objects are sorted by depth. Objects further away are drawn before objects closer to the camera.
- : This is an order-independent transparency algorithm, and no sorting of objects or polygons is involved. The final color
is computed as a weighted average of all the transparent objects in a pixel. The advantage of this algorithm is that it is
order independent and is therefore fast even for a large number of transparent objects, hair, particle systems, and so forth.
This algorithm is ideal for distant objects where you require a quick algorithm for rendering transparency but do not require
high quality. It is accurate for single level transparency and is stable, with no jumping artifacts from sorting. However,
it is not compatible with arbitrary plug-in shaders. Plug-in shaders revert to using the default transparency algorithm instead.
By default, that is , unless you have set otherwise.
- : Depth peeling transparency renders per-pixel transparency via multiple passes. At each pass, the next transparent layer
in each pixel is peeled and composited behind previous layers. After the set number of peeled layers, all remaining layers
are handled in a single pass using the weighted average algorithm. This helps to balance transparency quality versus performance,
as depth peeling provides very high quality transparency but with a performance cost.
NoteCurrently, use of with is not supported.
For the transparency algorithm, use this slider to select the number of layers to peel before Maya starts using the weighted average
algorithm. Choose from a range of 2 to 10 passes.
Maximum Texture Resolution Clamping
When is enabled, any textures with a resolution above the are downscaled so that you can still work in textured mode while saving memory.
If your scene contains more high resolution textures than your video card has enough memory to handle, your textures are not
loaded and your scene appears in non-textured mode. An error message appears indicating that the texture ram limit has been
exceeded and suggesting that you reduce the clamp.
This error message appears whenever the video card has insufficient memory to handle the textures, which can occur if is not enabled; or, if the is set too high and the texture resolution is not downscaled enough for the available GPU memory.
can be set between a range of 32 to 8192.
After changing the , you must click to apply the updated limit to the textures already loaded in your scene. Otherwise, the updated limit is only applied to
newly loaded textures. See Troubleshoot "GPU texture ram exceeded, texture loading failed" error message.
Maya shading nodes that are supported as baked textures are listed in Internal texture baking in Viewport 2.0. You can set the resolution for baked textures using these attributes.
You must click the button to see the effect of the change on currently loaded textures.
Screen-space Ambient Occlusion
Select this option to enable screen space ambient occlusion.
Specifies the intensity of the ambient occlusion that occurs. Default is 1.0 but you can choose from a range of 0.0 to 3.0.
Specifies the radius of the sampling area (in screen space).
Specifies the number of occlusion samples that occur to improve the appearance of the ambient occlusion effect.
Select this option to enable motion blur.
NoteMotion blur only works with one workspace at a time. If more than one workspace is using Viewport 2.0, then motion blur is
disabled for all workspaces using Viewport 2.0. The number of views using Viewport 2.0 does not affect the rendering of motion blur.
This option indicates the type of motion blur that is supported. Maya only supports motion blur for objects whose transformations
change over time, for example, surfaces or camera transforming. Maya does not support motion blur for surfaces that deform
The percentage of frame time for which the shutter of the movie camera is open. 0 denotes that the shutter is not open at
all, and 1 denotes that the shutter is open for 100% of the frame time.
The number of samples along the motion vector for each point. A low sample count gives low quality while a high sample count
gives high quality.
When post-effects such as screen-space ambient occlusion, motion blur, and depth of field are enabled, the drawing of wireframe
and components are not affected by these effects. Filled display for surfaces are affected. However, wireframe and components
for surfaces are not blended with the filled drawing if the surface is semi-transparent. For example, if you create an object,
then set its shader transparency to semi-transparent and select the object or its components, you will see a difference between
enabling and disabling .
In addition, unlike the other transparency options, when the is used, wireframe drawing is not blended with the transparent surface drawing.
Select this option to enable anti-aliasing of all lines in the scene view, whether UI or geometry wireframe. When a line is
drawn, Maya blends it around the edges. By contrast, multisample anti-aliasing is per scene sampling and affects all objects.
This option only takes effect when is disabled.
Select this option to enable multisample anti-aliasing.
Increase the number of samples for better anti-aliasing quality. A high gives slower performance but with better anti-aliasing results.
NoteSample count options are video card dependent. Only valid options are displayed in the drop-down menu.
Gamma correction is done at the end of a render to allow you to adjust for the non-linear nature of displays.
You must select before setting your gamma correction. The default value is 2.2.
Floating Point Render Target
Select this option to render to a floating point buffer instead of an integer one.
- R32G32B32A32_FLOAT: Select this option for 32-bits/channel, RGBA channels.
- R32G32B32_FLOAT: Select this option for 32-bits/channel, RGB channels.
- R16G16B16A16_FLOAT: Select this option for 16-bits/channel, RGBA channels.
NoteSupported formats are card dependent and only valid options are displayed in the drop-down menu.
Tip32-bit floating point render target options should be used in conjunction with gamma correction to reduce banding artifacts.
Batch Render Options
Select this option to enable x-ray mode. X-ray mode is supported for both scene view display and batch rendering.
Select this option to enable x-ray joint mode. X-ray joint mode is supported for both scene view display and batch rendering.
ImportantX-ray joint mode does not work when any of , depth of field, or are enabled.
Select among the available lighting modes. Select from , , and . If there are no lights in the scene but the option is selected, then the lighting used depends on the setting of the option under the , section. See Lighting
for more information about the various light modes.
Note mode is the equivalent of .
Select this option to enable single-sided lighting so that the inside faces of the objects are not illuminated. When this
option is disabled, two-sided lighting is used. See Lighting > Two Sided Lighting
for more information.
Select among different render modes. You can choose to render in wireframe mode, or to render your objects shaded and/or textured,
or to render wireframe on shaded and/or textured.
You can override the scene view renderer with your own custom renderer through the API. See MViewport2Renderer.h for classes
that enable you to register your own render override. Your render override appears in this drop-down list.
Select from the list of objects to filter them out of your render or batch render.
Use the , and controls to filter out elements as follows:
Components such as:
- faces, vertices, edges, UVs, normals, tangents, centers
- CVs, edit points, hulls
- component IDs
Ornaments such as:
- heads up display
- camera name
Miscellaneous UI such as:
- dimensions / measurements
- motion paths
The wireframe can be filtered using the option. Motion paths (both the NURBS curve and the frame number) can be filtered using the option. Mental ray custom area lights are filtered by the option.
Any element that you toggle off in this window does not render in the or in the batch render. Your settings under the panel menu, on the other hand, filters out objects in the scene view.
By default, the setting for the is disabled. Because the wireframe and bounding box are considered UI; therefore, if you select the following s: , , , and under , you must enable the UI toggle and the relevant sub-items from the UI list for your objects to render.
By default, the filter is enabled while the filter is disabled. Therefore, the camera UI is not rendered while the image plane is rendered.
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