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 Hardware Render Buffer

Hardware Render Buffer

Hardware Render Buffer global settings
 
                
               
             
             
            
            Hardware Render Buffer window
          
       
       
       
       
      
      NoteThe Hardware renderer, with its greater
            capabilities, is now recommended to perform hardware rendering.
            See 
                     Maya Hardware renderer.
         
 
      The Hardware Render Buffer lets
         you render an animation using your computer’s display graphics card.
         Hardware rendering is much faster than software rendering, although
         the result may be of lower quality. You can use the Hardware
            Render Buffer to preview animations, or to render specific
         types of particle effects. 
      
      Render Sequence will not render
         particles successfully if the Render Passes and
         “Motion Blur” options (found
         in the Multi-Pass Render Options section of
         the Hardware Render Buffer Attribute section)
         are equivalent integers. For example, if Render Passes is
         set to 3 and Motion Blur is set to 3, hardware
         particle rendering will not work. 
      
      Set them to non-equivalent values or to use
         the Disk Cache option (Solvers
            > Create Particle Disk Cache).
      
      NoteWhen the overscan attribute of the camera
            is anything other than 1.0, image planes are positioned incorrectly
            in the hardware render buffer (as can be seen compared to the correct
            placement in software rendering). 
            
To work around this limitation, temporarily
               set the overscan to 1.0 when hardware buffer rendering. 
            
          
      To
         open the Hardware Render Buffer
      
         - Select 
                     Window > Rendering Editors > Hardware Render Buffer.
            Note On Mac OS X, the Hardware Render Buffer does
                  not open in a panel; the panel is blank when you select it.
                
To
         set options for the Hardware Render Buffer
      
         - In
            the Hardware Render Buffer, click Render
               > Attributes. For a description of the options, see 
                     Hardware Render Buffer menus.
            ImportantThe Hardware Render Buffer renders
                  images based on your monitor’s display (using screen captures).
                  Before rendering from the Hardware Render Buffer,
                  make sure the Hardware Render Buffer fits
                  on your monitor, make sure no other window overlaps the Hardware
                     Render Buffer, and disable your computer’s screen saver.
                
To
         determine hardware rendering quality
      
      
         - In
            the Shading menu in the view panel,
            make sure Smooth Shade All and Hardware
               Texturing are selected.
         
- In
            Hypershade, double-click the material swatch you want to preview
            to open its Attribute Editor. 
         
- In the Hardware Texturing section
            of the material’s Attribute Editor, the Textured channel
            menu contains the attributes you can hardware render. Select the Textured channel
            you want to view from the menu. 
            Note
                  
                     - You
                        can only view one channel at a time. 
                     
- To
                        view an attribute, it must be mapped to a texture. Attributes that
                        are not mapped are dimmed.
                     
- Some
                        channels, such as Bump Map, do not provide hardware
                        textured results. You must use Render View to
                        see the results.
                     
 
 
- Select the resolution you want from
            the Texture resolution menu.
         
Use the flipbook
         (Linux and Windows only) 
         
         The Flipbook lets
            you play back a rendered sequence of images. The sequence is displayed
            using the fcheck utility. 
         
         To
            play back a rendered sequence of images
         
         
            - Select
               the sequence from the Flipbooks menu.
               The sequence is displayed using the Fcheck utility.