A few possible settings for this environment variable are as follows:
The values for each of the L1xL2, Ch1xCh2, and Gr1xGr2 components can be between 1 and 4, where 1x1 is of the highest quality. In general, the lower the component value, the better the quality of the final JPEG because a smaller sampling block allows better high-frequency color information to be captured.
By default, Maya converts non-native image file formats into temporary IFF files so that they can be read. This variable allows you to disable the conversion of mental ray .map files. Disabling this conversion saves scene export time and render time. To enable this option, set the value equal to 1. To disable it, set the value to 0 (zero) or leave it undefined.
By default, Maya converts non-native image file formats into temporary IFF files so that they can be read. This variable allows you to disable the conversion of mental ray .ct and .st files. Disabling this conversion saves scene export time and render time. To enable this option, set the value equal to 1. To disable it, set the value to 0 (zero) or leave it undefined.
Set this flag to 1 to expose the Render Offscreen option in the Hardware Render Buffer > Render menu. When enabled, an offscreen buffer is used when rendering sequences using the Hardware Render Buffer. Single-frame renders will continue to be rendered into an on-screen buffer. During offscreen rendering, moving windows over the Hardware Render Buffer window does not affect the rendered frames, as would normally be the case.
EXR version 1.7 supports 252 character channel names. The limit is 252 and not 255 to save room for an extension of up to 3 characters used to differentiate individual channels (for example .R for the red channel). However, EXR version 1.7 is currently supported by very few external applications (for example, Flame), and embedding channel names longer than 31 characters may break compatibility with external applications that do not support it. By default, channel names are truncated to 31 characters for backward compatibility. Set this to 1 to allow long channel names so that channel names are not truncated.
Set this environment variable to either OPENGL or DIRECTX to define the MAYA_TEXCOORD_ORIENTATION_OPENGL or MAYA_TEXCOORD_ORIENTATION_DIRECTX macros respectively. When the macro is defined, it is set to 1.
By setting this environment variable, when the CgFx plug-in compiles a CgFX shader, the shader is compiled with the MAYA_TEXCOORD_ORIENTATION_OPENGL macro or MAYA_TEXCOORD_ORIENTATION_DIRECTX macro set to 1, and the texture is loaded using the orientation (OpenGL or DirectX) you specified. See Orientation for the texture co-ordinate system for more information.
Set MAYA_USE_SUBRENDERING to 1 to enable subrendering. By default, UI elements are interleaved with the rest of the scene. However, you may want to render UI elements separately instead so that they do not interfere with the scene render.
During subrendering, similar UI items are rendered together in the same render pass. Therefore, all UI elements in the scene, such as the wireframe, locators and icons, are rendered in the same render pass after the main scene is rendered. Rendering is therefore more efficient as UI elements are rendered separately from a complicated rendering system. For example, UI elements do not need motion blur, therefore, it is more efficient to render them separately after the scene has completed rendering.
However, the tradeoff of using subrendering is that UI elements cannot alpha blend correctly with the scene, since they always render last and only interact with the zbuffer of the scene.
Use this environment variable to select the rendering engine with which to run Viewport 2.0. When set, this environment variable overrides the user preference (Window > Settings/Preferences > Preferences > Display) for both interactive and batch sessions (using the -hw2 option).
Set this environment variable to VirtualDeviceDx11 to render Viewport 2.0 in DirectX 11 mode. Set this environment variable to VirtualDeviceGL to render Viewport 2.0 in OpenGL mode.
Unset this environment variable to use the user preference again to select your rendering engine.
See Using DirectX 11 with Viewport 2.0 for more information about running Viewport 2.0 in DirectX 11 mode.