A few possible settings for this environment variable are as follows:
The values for each of the L1xL2, Ch1xCh2, and Gr1xGr2 components can be between 1 and 4, where 1x1 is of the highest quality. In general, the lower the component value, the better the quality of the final JPEG because a smaller sampling block allows better high-frequency color information to be captured.
By default, Maya converts non-native image file formats into temporary IFF files so that they can be read. This variable allows you to disable the conversion of mental ray .map files. Disabling this conversion saves scene export time and render time. To enable this option, set the value equal to 1. To disable it, set the value to 0 (zero) or leave it undefined.[252579]
By default, Maya converts non-native image file formats into temporary IFF files so that they can be read. This variable allows you to disable the conversion of mental ray .ct and .st files. Disabling this conversion saves scene export time and render time. To enable this option, set the value equal to 1. To disable it, set the value to 0 (zero) or leave it undefined.[252579]
Allows you to revert to the old (Maya 1.0/1.5) camera model behavior. Starting with Maya 2.0, we have fixed how the camera behaves when lens squeeze is not 1.0, or when the resolution’s aspect ratio is not the same as the x-resolution divided by the y-resolution. If you are in the middle of a job started with Maya 1.0/1.5, you may need the old (incorrect) behavior for continuity.
To enable this option, set the value equal to 1. To disable it, set the value to 0 (zero) or leave it undefined.
Allows you to revert to the old (Maya 1.0) displacement mapping behavior. Starting with Maya 1.5/2.0, we significantly improved displacement mapping. If you are in the middle of a job started using Maya 1.0, you may need the old behavior for continuity.
To enable this option, set the value equal to 1. To disable it, set the value to 0 (zero) or leave it undefined.
Allows you to revert to the old (Maya 1.0) polygon tangent calculation behavior. For Maya 1.5/2.0 we significantly improved the way we calculate tangents on polygon objects. This primarily affects bump-mapping. If you are in the middle of a job started using Maya 1.0, you may need the old behavior for continuity.
To enable this option, set the value equal to 1. To disable it, set the value to 0 (zero) or leave it undefined.
Set this flag to 1 to expose the Render Offscreen option in the Hardware Render Buffer > Render menu. When enabled, an offscreen buffer is used when rendering sequences using the Hardware Render Buffer. Single-frame renders will continue to be rendered into an on-screen buffer. During offscreen rendering, moving windows over the Hardware Render Buffer window does not affect the rendered frames, as would normally be the case.