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.
-
-
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.
-
-
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
-
-
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.
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.
-
-
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
-
-
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
- /
-
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
-
-
Select this option to enable x-ray mode. X-ray mode is supported for both viewport display and batch rendering.
-
-
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.
-
-
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.
-
-
Select between the , , and render modes. These are identical to the modes available for the default quality viewport. See
Shading menu for more information.
-
-
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.