When high quality interactive shading
is turned on, the scene views are drawn in high quality by the hardware
renderer. This lets you see a very good representation of the look
of the final render without having to software render the scene.
The following is not
supported:
- motion blur
- software multi sampling
TipIf you require faster
playback or camera tumbling while using Maya’s High Quality shading,
turn on Interactive Shading (Shading
> Interactive Shading).
To turn on high quality shading
- Make sure smooth shading (or higher)
is on (press 5, 6 or 7).
- In the desired scene view, select Shading
> High Quality Rendering.
Renderer > High Quality
Rendering >
These are descriptions
of the options in the Hardware Renderer Display Options window.
Display Quality
- Low Quality Lighting
-
Low quality lighting
is essentially per-vertex lighting, which calculates light only
on vertices, then blends the results. Renders are faster and of reasonably
good quality.
- Match Viewport Lights
-
When turned on, only
as many lights as are supported by the graphics card (typically
8 lights) are used.
- Transparent Shadow Maps
-
Those regions of an object
which are fully transparent will not cast a shadow. For example if
you map the transparency channel of a shader (on an object) to a
checker texture the fully transparent portions of the object would
not cast a shadow.
Display Parameters
- Occlusion Culling
-
This option improves
performance for scenes with many objects, where one or more objects can
be obscured from the viewpoint of the active camera. When turned
on, this option increases performance by preventing out-of-view
objects from being drawn.
- Culling Override
-
Every position on a surface
has a normal which points in the direction that is considered (for culling
purposes) to be the "front side" of the surface.
- Single sided means the surface is illuminated
by a light if that normal is visible from the light.
- Double sided means that the surface is
illuminated on the front and the back sides.
- Color Texture Resolution
-
If hardware rendering
cannot process a shading network on board the graphics hardware,
the shading network is evaluated and converted to a file texture
(2D image) that the hardware renderer can use.
This option specifies
the dimension of the resulting texture. Affected channels are color, incandescence,
ambient, reflected color, and transparency. The default value is
128, which means that any baked color images will have a dimension
of 128 by 128 pixels.
- Bump Texture Resolution
-
If hardware rendering
cannot directly process a shading network on board the graphics hardware,
the shading network is evaluated and converted to a file texture
(2D image) that the hardware renderer can use.
This option specifies
the dimension of the resulting texture. The default value for this option
is 256, which means that any baked bump images will have a dimension
of 256 by 256 pixels.