If you are not able to obtain the expected results in Viewport 2.0, refer to the following for possible solutions and workarounds:
- When using the MHWRender::MRenderer::setGeometryDrawDirty() interface to mark a DAG object associated with an MPxDrawOverride
object dirty, the optional topologyChanged parameter must be set to true.
- When using HLSL shaders, you may see different color gradients compared to using GLSL shaders. This is due to their different
implementation of color interpolation. This may be corrected by increasing the number of subdivisions of the object to which
the shader is applied.
- If you are using and the results differ from expectations; for example, faces appear dark, you may need to reverse your surface normals.
- Offscreen playblast is recommended for Viewport 2.0.
- If NURBS do not tessellate correctly or performance is slow, check that the ArubaTessellator.mll plug-in is loaded.
- If you hardware render a free image plane with an alpha channel in Viewport 2.0, it blends with the black background. The
default gradient background values are not identical for the Viewport 2.0 workspace and for batch rendering, which defaults
to black. Therefore, if you need to obtain the identical results from both renders, you must ensure that their background
colors match by setting the scene view background to black. Cycle to black in the scene view by using +B.
- When working on a large scene with many objects in Viewport 2.0, you may experience slowdowns when switching to a web browser
and back.
- Ghosting of joints may cause slowdowns in Viewport 2.0.
- Bounding box mode is only partially supported in Viewport 2.0. If you select , a warning appears, informing you to disable (Renderer > Viewport 2.0 > ).
If you enable bounding box mode via the API or the (under Renderer > Viewport 2.0 > ), the warning does not appear; however, the same limitation also applies and bounding box mode is only partially supported.
- The and s (Renderer > Viewport 2.0 > ) provide better transparency drawing that is independent of the sorting of objects. Models that can benefit from these transparency
methods generally have internal faces.
- If the grid draws on top of transparent objects (such as objects shaded with the MayaUberShader) , you can workaround the
issue by using the or transparency algorithms.
- If you find that the shadows of your displaced surfaces are disappearing when you manipulate the light, you may workaround
this issue by increasing the under the dx11shader .
- When is selected in the dx11Shader , the geometry is not used during screen-space ambient occlusion calculations.
- If you paint using the, the brush shape fall off may pick up some alpha and part of your geometry may appear transparent. To workaround this issue,
correct your alpha values or select the .
- If your image plane is set to , your image plane is set to transparent. If you notice that it is blending with other textures, set the to instead.
- If you encounter z-fighting issues where UI elements and objects that are at the back show through the objects that are in
front, increase the depth resolution. One easy method is to enlarge the near clip plane on the camera.