Find this section in some selected objects’ , from the  (Window > General Editors > Attribute Spread Sheet) or the Rendering Flags window (Window > Rendering Editors > Rendering Flags). 
         
         The  section lets you turn on or off various rendering options for selected objects. 
         
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                   Turns on the shadow casting ability of the surface. To make shadows render faster, for surfaces that do not need to cast shadows,
                     turn off . Consider the following: 
                   
 
            -  If you want the object’s shadow to render—the shadow the object casts onto other objects—make sure  is on. 
            
- If you do not want the object’s shadow to render—the shadow the object casts onto other objects—turn  off. 
               Note 
                        - If you render shadows separately, use the mask channel of the rendered shadow image in your compositing software to reduce
                           the brightness of another image. 
                        
- When you render from the  window, you can render only the selected objects by selecting . 
                        
 
 
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                        Turns on the shadow-catching ability of the surface. 
                         
 
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                        When on, the surface is visible in the view and renders. 
                         Tip 
                              A surface’s shadow renders, however, if its  is off and  is on. This also applies to reflections and refractions. 
                               
 
 
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                        If this is on, each vertex uses its own normal vector - meaning smoother transition between two faces. If this is off, one
                           normal vector is used for a face; 3 vertices in a triangle uses a same normal vector, resulting flat looking shading.  
                         
 
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                        When on, the surface reflects in reflective surfaces. This is supported by mental ray for Maya. 
                         
 
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                        When on, the surface refracts in transparent surfaces. This is supported by mental ray for Maya. 
                         
 
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                        Determines if the surface is double-sided. If single-sided, you can decrease memory use and use the  option. 
                         
 
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                        Opposite flips the surface normals. Double-Sided must be off to set Opposite. 
                         
 
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                        When on, the surface overrides the geometry anti-aliasing settings. 
                         Tip 
                              Motion-blurred objects ignore any changes to the  settings. The blur generally hides any aliasing artifacts. 
                               
 
 
   
                   Select one of the following options: 
                   - Level 1
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                           The default. It takes 32 visibility samples. 
                            
 
- Level 2
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                           Takes 96 visibility samples. 
                            
 
- Level 3
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                           Takes 288 visibility samples. 
                            
 
- Level 4
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                           Takes 512 visibility samples. 
                            
 
- Level 5
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                           Takes 800 visibility samples. Level 5 gives the best edge anti aliasing quality, but it is also the most expensive (in both
                              memory and speed). 
                            
 
 
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                        Sets the minimum number of times Maya samples each pixel. For example, if set to 1, Maya samples each pixel once; if set to
                           8, Maya samples each pixel 8 times. The number of shading samples taken per pixel is limited by the number of visibility samples
                           performed by the  computation. So, if you use  (which performs 8 visibility samples per pixel), you cannot get more than 8 shading samples regardless of the  attribute setting. 
                         Since  computation is very expensive, you should try adjusting the M first. See Max Shading Samples. 
                         
 
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                        Sets the maximum number of times a pixel is sampled during the second pass of a  render (adaptive shading pass). The higher the number, the longer the rendering takes, but the more accurate the resulting
                           image is. 
                          has an effect only when used in conjunction with . Also, depending on the requirements to compute an accurate solution, the number of  taken can be less than the number of . 
                         Tip 
                                 - Occasionally, when an object is moving, the object’s textured edges look distorted. To resolve this, try increasing the number
                                    of . 
                                 
- Sometimes, skinny highlights can exhibit roping or flickering artifacts. Try increasing the  setting. You may also need to increase the  setting, but you can set it on a per-object basis. 
                                 
 
 
Note 
                              The following attributes are only applicable to volume primitives and fluid shapes. They only appear in the  of the shape node of a volume primitive or fluid shape. 
                               
 
 
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                        When on, the object overrides the global volume shading settings and you can turn on the  option in  window. 
                         
 
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                        Adjusts the number of samples placed inside the fog volume. 
                         
 
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                        If you set  on, you can turn on  option. Randomizes the samples of the volume with depth which replaces banding artifacts in volume renders with noise. The
                           noise can be dramatically reduced by increasing the volume samples and anti-aliasing levels. 
                         
 
 
 
              
            
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                     Override, for the selected shape node, the global maximum number of motion blur visibility samples to be taken for surfaces
                        during rendering.