On systems with sufficient memory and graphic cards, provides large scene performance optimization and higher quality lighting and shaders. It allows for high interactivity:
you can tumble complex scenes with many objects as well as large objects with heavy geometry.
To switch to , select Renderer > Viewport 2.0 from the Panel Menus.
Note
For the best performance and scalability, switch to without enabling texturing or shading in any of the other workspace modes. You should work with only one workspace panel
displayed in and avoid switching between workspace modes.
Features supported
supports the following features.
Follow these links to navigate to the section of interest:
Viewport interaction
- polygon tools
- NURBS and NURBS curve tools
- manipulators
Limitations:
- stippling (in the solid area of the manipulator that is being rendered inside an object)
- cameras
- passive stereoscopic camera support
- can be used in conjunction with depth of field and screen-space ambient occlusion
NoteCurrently, depth of field is a 2d effect and therefore, you may see a flattened effect when it is used in combination with
stereoscopic cameras.
- support for all stereo modes. See Stereo > Swap Eyes for more information.
- options are supported
- customizing the background color using the and options in the panel menus
- multi-camera rig support
Known limitations:
- Do not map textures to the attribute.
- multi-sample anti-aliasing currently not supported for Center, Left and Right modes
- active stereoscopic camera support
- soft select
- includes support for global falloff
- mirror symmetry plane
- interactive binding for skinning
- lasso tool
-
- tool
- measuring tools for distance, parameter values and arc-length ()
-
- locators
- heads up display
- render layers
- , ,, and transparency modes are supported. See Renderer > Viewport 2.0 for more information.
- Playblast. See Animation and rigging below for more information.
- xray mode
- joint xray draw mode is supported
- Limitation: active component
- object based
- component
- pivots
- local axis rendering
- construction planes
- bounding box partial support. (Renderer > Viewport 2.0 > ) must be disabled.
- viewport manipulators
- crack free tessellated displacement for DX11/HLSL shaders
- buttons available in the Panel toolbar that allows you to conveniently switch to the Viewport 2.0 renderer, as well as to toggle on and off on-screen effects (screen
space ambient occlusion, motion blur, mutlisample anti-aliasing, and depth of field)
Viewport interaction limitations
- polygon sorting
- ViewCube
NoteIt is recommended that the ViewCube be disabled for Viewport 2.0. You can disable the ViewCube by selecting
Window > Settings > Preferences > and disabling .
- file texture image sequences
- custom HUD for plug-ins
- user defined color preferences are not supported
- false color on muscle systems not supported
Shapes
- Meshes:
- vertices: selection and pre-selection highlighting
- edges: selection and pre-selection highlighting
- support for simple geometry shapes: sphere, box and cone
- support for triangular faces ()
- triangle display mode renders dashed lines
- crease edges
- crease point feedback
- hard/soft edges
- faces
- invisible faces
- display of: tangents, binormals, normals, user normals, face normals
- display of
- multiple UV sets
- color set support
- false color on shaded, wireframe and vertex mode
-
- skin weight drawing with
- influence color and color set support on vertex points
- (under Shape node > ) supported
- Small alpha values may sometimes be difficult to see due to blending. Enable this option to display the alpha values as grey
to avoid blending and to see the values directly.
- mirror cut
- unshared UVs
- Vertex Face mode (shrunken mode)
- allows for selection of vertex/face pairs
- includes support for smooth mesh cage
- There are three selection modes for CV's. Yellow indicates selected, red indicates active but not selectable and purple indicates
selectable. In the default viewport, all CV's draw yellow when the object is selected. In Viewport 2.0, polygon CV's always
draw as red in object mode since they are active but not selectable. In selection mode, CV's draw as purple as they are selectable. Viewport 2.0 more accurately reflects the selection state.
- no support for the following:
- backface culling per polygon shape
- :
- Subdivision surfaces
- wireframe and shaded modes
- dashed lines
- control vertices
Limitations:
- locators
- joints and IK handles (see Animation and rigging below for more information)
mental ray
- image based lighting visualization
- photon map visualization and final gather map visualization
- mental ray area lights, including visualization of mental ray area light shapes and shading of the area light. The flag is supported.
API support
- plug-in shapes
- plug-in hardware shaders
- plug-in locators
- plug-in renderer
Viewport effects
- screen-space ambient occlusion
- motion blur
- multisample anti-aliasing
- gamma correction
- depth of field
NoteYou can enable depth of field by selecting, from the panel menus, .
Tip To select a for , select , then select the object you wish to remain in focus. The heads up display should indicate the distance of the object from the camera. Use this as your .
Pipeline caching
Using alembic caches via the Alembic plug-in is supported in both OpenGL and DirectX 11 mode. However, the gpuCache plug-in
is only supported in OpenGL mode.
Animation and rigging
- lattice deformer
- non-linear deformer feedback
- soft modification
- motion trails
- drawing of tangent beads and handles
- breakdown keys are displayed in a different color
- constraints
- joints
Limitation
- joint selection in bounding box mode is not supported. The bounding box mode renders the joint wireframe; however, it is not
selected when in this mode.
- HumanIK
- IK Effectors and the different draw styles
- pinning labels and release pinning
- links between IK Effectors and aux rotate pivots
- support for HumanIK draw modes
- IK (handle) support
- Joint ikSystem
- support for IK path rendering
- support for pole vectors
- IK/FK blending, including drawing of secondary joints
- motion paths
- support for orientation and position markers
- ghosting
- matrix based ghosting
- support for different types of ghosting; for example, and
- support for material (shading) and transparency
Ghosts have the same shading as the object, with transparency. Opacity is an indication of how long an object remains in a
position. Shading allows you to easily identify the object, as well as to view the overlap of ghosts.
- wireframe coloring support
- and are supported for .
- use the color setting from for all ghosts.
- animation layer support
- support for layer ghost button in animation layers (to toggle ghosting on and off in each layer)
- support for customized ghost color in animation layers
- support for muting (muting a layer hides layer ghosts)
- animation clip ghosting
Limitations
-
- ghosting of deforming geometry not supported
- fading of ghost color not supported. This feature is deprecated.
- Playblast
- limited support for launching in batch mode
- support for offscreen Viewport 2.0 rendering
Limitations
- Onscreen Playblast is not supported for DirectX11
- Image planes
- wire dropoff locators
Dynamics
The following dynamics features are supported:
- dynamics manipulators support
- field manipulators
- fluid slice manipulators
- artisan sculpting brush manipulators
- fields
- nucleus marker
- multi-directional arrows for volume emitter
- paint effects supported when converted to polygons
- fluid effects:
- drawing of fluids in shaded mode
- fluid container draw boundaries
- performance improvements when playing back fluid effects in Viewport 2.0. These improvements are due to a reduction in memory
use and 3D texture draw.
- Particles
- point draw type supported in wireframe
- numeric particle render type (supports particleId)
- Emitters
NoteCurrent limitation: changing emitter types
- nMesh
Limitations:
- hair
- fur
- for particle placement
Rendering engine
You can run Viewport 2.0 using either the OpenGL or DirectX 11 rendering engine.
For more information on how to use DirectX 11, see Using DirectX 11 with Viewport 2.0.
For more information on the DirectX 11 shader and its auto-loaded MayaUberShader, see DirectX11 Shader.
Rendering
The Maya Hardware 2.0 renderer supports command line and batch rendering from Viewport 2.0. You can select the Maya Hardware
2.0 renderer using the following methods:
NoteIf you are using Maya Hardware 2.0 to render, your render output is clamped to a resolution of 4kx4k for the Windows and Linux
platforms and to 2kx2k for the Mac OS X platform. If you have enabled the option, your render output may be clamped to a lower resolution.
See Maya Hardware 2.0 renderer for more information regarding the Hardware 2.0 renderer.
Enable subrendering to render UI elements in a separate render pass from the main scene. See Rendering variables for more information.