Pipeline Cache > GPU Cache > Export

 
 
 

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.

Pipeline Cache > GPU Cache > Export All >

Pipeline Cache > GPU Cache > Export Selection >

Opens the GPU Cache Export Options window, which lets you set options for exporting scene objects to Alembic-based GPU cache files.

Cache time range
Render settings

Specifies that your current Render settings determine the Cache time range.

Time Slider

Specifies that the current playback range in your Time Slider determines the Cache time range.

Start/End

Specifies that the range of frames between (and including) the specified Start and End times determines the Cache time range.

Evaluate every

Specifies how often samples are taken during file creation. By default, one sample of your object's transformations is taken every frame and saved to the Alembic file.

For example, a value of 2 caches the transformations of the current object at every other frame of the Cache Time Range.

Save every # evaluation(s)
Specifies which samples are saved during cache creation. For example, a value of 2 specifies that only every other sample specified by the Evaluate every # frame(s) option is saved to your Alembic file.
File name prefix

Adds the specified file name prefix to the GPU cache file name. This option appears when you select multiple object hierarchies in the scene and select Export Selection.

Optimize Hierarchy
When on, nodes and objects in a selected hierarchy are consolidated to maximize the performance of the cache file during playback.
Optimization Threshold

(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.

Optimize Animations for Motion Blur

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.

Write Materials

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.

NoteLambert and Phong materials do not display on GPU-cached files when they are played back in scene view's High Quality Rendering or Default Quality Rendering modes.

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