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 > 
 
            These are descriptions of the options in the  window. 
            
 
            Note 
                  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. 
                  
 
                
             
                 
               
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                           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. 
                            This option performs a memory check. If you are at risk of running into memory issues, you will see a warning as follows:
                              
                             "There may not be enough memory to load the scene into Viewport 2.0 while consolidate world is turned on." 
                            Tip 
                                 If the scene view becomes unstable, try disabling this option. 
                                  
 
Warning 
                                 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. 
                              
 NoteWhen 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.
                                 
                               
ImportantIn 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 . 
                               
TipFor a scene with many characters and multiple  nodes, a quick way of disabling the  option is to select all of the  nodes in the  (), then set them to  via the (). 
                               
NoteIf 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 (). 
                               
Important 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. 
                               
 
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- 
                          
                           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.
                                 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. 
                              
 
 
  
             
                 
               
 -  , 
- 
                         
                           Maya 2D shading nodes, with the exception of  and , are supported as baked textures. You can set the resolution for baked 2D textures using these attributes. 
                            Note 
                                 You must reload the scene or press the  button and modify the attributes of the 2D texture in order to see the effect of the change on currently loaded textures.
                                    
                                  
 
 
  
          
          
            Screen-space Ambient Occlusion
            
  -   
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                  Select this option to enable screen space ambient occlusion.
                   
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                  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.
                   
 
          
            Motion Blur
            
  -   
- 
                  Select this option to enable motion blur. 
                      NoteMotion blur only works with one viewport at a time. If more than one viewport is using Viewport 2.0, then motion blur is disabled
                           for all viewports using Viewport 2.0. The number of views using Viewport 2.0 does not affect the render view rendering of
                           motion blur. 
                         
-   
- 
                  This option indicates the type of motion blur that is supported. Maya 2012 only supports motion blur for objects whose transformations
                     change over time, for example, surfaces or camera transforming. Maya 2012 does not support motion blur for surfaces that deform
                     over time.
                   
-   
- 
                  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.
                   
-   
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                  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.
                   
 
         Note 
               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. 
               
 
             
          
            Multisample Anti-aliasing
            
  -   
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                  Select this option to enable multisample anti-aliasing.
                   
-   
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                  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
            
  -  / 
- 
                   
                      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. 
               
             
          
            Batch Render Options
            
  -   
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                  Select this option to enable x-ray mode. X-ray mode is supported for both viewport display and batch rendering. 
                   
-   
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                  Select this option to enable x-ray joint mode. X-ray joint mode is supported for both viewport display and batch rendering.
                     
                      ImportantX-ray joint mode does not work when any of , depth of field, or  are enabled. 
                         
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                  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.
                   
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                  Select between the , ,  and  render modes. These are identical to the modes available for the default quality viewport. See  Shading menu for more information.
                   
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                  You can override the viewport 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 will appear in this drop-down list.
                   
-   
- 
                  Select from the list of objects to filter them out of your batch render.