Exports all objects or selected polygon and NURBS objects to an Alembic-based GPU cache file. If you select multiple object hierarchies in the scene and select Export Selection, a GPU cached is saved for each object hierarchy.
By default, GPU cache files are saved in the cache\alembic folder of the current Maya project.
See Create or import GPU cache.
Opens the GPU Cache Export Options window, which lets you set options for exporting scene objects to Alembic-based GPU cache files.
(Available only when Optimize Hierarchy is on.) Specifies the maximum number of vertices contained in a single draw primitive. The default value of 40000 may be ideal for most Maya supported graphics cards. When set to the default value, after optimization, each object in the GPU cache file(s) will have no more than 40000 vertices. This value can be set higher depending on the memory available on your system graphics card.
When on, objects with animated transform nodes display with motion blur when the cache is played back in Viewport 2.0 render mode. See Renderer > Viewport 2.0.
Maya first determines if the GPU cache includes animation data. If the GPU cache is static and does not contain animation data, Maya does not optimize the GPU cache for motion blur.
When on, Maya exports the Lambert and Phong materials from source geometry to the GPU Cache file. These materials display when the GPU-cached file is played back in Viewport 2.0.
GPU-cached objects support all the high-quality lighting and shading effects provide by the Viewport 2.0 rendering mode. See Renderer > Viewport 2.0.
Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License