5/24/2023 0 Comments Maya render viewport![]() ![]() In situations like these, the overhead for For example, if you have a large scene with 1000 non-instanced objects, and you select them all and then duplicate-instance once, you will have 1000 instance-pairs. ![]() If you have a large number of very small instances, enabling this option may slow down your scene. In general, if you have negative scales and your instances appear incorrect, disable Occasionally, when your instances have negative scale and you have other features such as backface culling enabled, your lighting may appear incorrect. In some occasions, you may want to disable This eliminates graphics driver state change overhead and render pipeline overhead for much faster rendering results. Important: Some operations incur slight delays when using this option.Įnable this option so that if you have multiple instances (or especially a large number of instances) of a Maya shape, such as a poly object, and all of which use the same material, then they render using hardware instancing. If this is undesirable, then disable this option. Therefore, if you notice that an object draws differently in the viewport a very short time after being edited or unselected, it may be due toĬonsolidate World. It is then re-consolidated if it remains unchanged for a few frames. When an object changes, it is unconsolidated. Therefore, materials that do not use unit-length normals are not compatible with To use this feature, vertex normals must be re-normalized to unit-length. Therefore, if your plug-in shader make assumptions about the object-space coordinates of an object,Ĭonsolidate World will break these assumptions and your shader may not render correctly. In many scenes, this can produce a significant improvement in performance at the cost of additional memory.Ĭonsolidate World moves vertices of multiple objects into a new shared object-space. This option attempts to combine geometry caches for shapes using a common material. ![]()
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