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                     Sets up a mental ray geometry shader used to generate the XGen render time geometry. By default, the setup is set to , which means it is done when a new Description is created (see XGen Hair phenomenon). To manually setup a shader for the current Description, select  and click . 
                     
 
                   
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                         XGen queries patches and guide animation directly from Maya. This mode does not support Motion Blur and reuses information
                           the preview generated. 
                        
 
                      
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                         Reads geometry and animation from files. This mode is always on when using . You must first export the patches and guide animation to caches. Use this mode to make sure your caches are properly exported
                           using . 
                        
 
                        See File > Export Patches for Batch Render. 
                        
 
                      
                   
               
              
          
          
              
            
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                      primitives can be rendered as linear segments or as cubic Bezier curves. Set to  for primitives. This setting has no effect on  and primitives. 
                     
 
                   
                
            
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                        Renders  primitives as linear segments. 
                        
 
                      
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                        Renders  primitives as smooth Bezier curves. You can use view dependent approximation. 
                        
 
                      
                   
               
             
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                     (for   only) Defines the number of segments to use between control points. 
                     
 
                   
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                      (for only) Sets the type of mental ray approximation to use when subdividing render time hair Bezier curves or card NURBS patches.
                        
                     
 
                   
                
            
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                         Render time geometry is not subdivided. 
                        
 
                      
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                        Subdivides render time geometry a number of times between control points. 
                        
 
                      
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                         Subdivides render time geometry until edges hit a given length in pixel size. This option is view dependent. 
                        
 
                      
                   
               
             
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                     Subdivides geometry until edges hit a maximal length in pixel size. This option is view and resolution dependent. Values below
                        1.0 split the geometry within the same pixel. This is useful to render very thin hair with tube normals and a high number
                        of samples. Values above 1.0 produce geometry that does not look smooth. It's useful to optimize render time if the geometry
                        is far away from the camera. 
                     
 
                   
                
            
 
          
          
              
            
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                     Toggles motion blur effect on and off. 
                     
 
                     NoteIf you render single frames with  on, turn off the  ( see 
XGen Window toolbar) option the to improve Maya's performance. 
                        
 
                       
                   
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                      Specifies how many motion path segments should be created for all motion transforms in the scene. The number must be in the
                        range of 1 to 15. The default is 5. 
                     
 
                   
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                      Multiplier used to amplify the motion blur effect. Increasing this value reduces the realistic results, but can also produce
                        an enhanced effect depending on what you want to achieve. 
                     
 
                      The higher the value, the longer the time interval used in the motion blur computation. 
                     
 
                   
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                     Controls the fine displacement quality according to the amount of visual motion. 
                     
 
                   
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                     Specifies the motion offset when calculating motion blur. 
                     
 
                   
                
            
 
          
         
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