Select Mesh Display > Average > to set the Average Normals Options.
Select Mesh Display > Reverse > to set the Reverse Normals Options.
Use the slider or enter a value to set the angle. Angles greater than the current value render hard; angles less than the current value render soft.
Lets you set vertex normals to the same direction as the face normals.
Select Mesh Display > Set to Face > to set the Set to Face Normal Options.
Select Mesh Display > Set Vertex Normal > to set the Set Vertex Normal Options.
Manipulates vertex normals to change the appearance of shaded polygons to render with a hardened appearance. Harden Edge sets the Normal angle to 0 degrees, making all selected edges render hard.
Manipulates vertex normals to change the appearance of shaded polygons to render with a softened appearance. Soften Edge sets the Normal angle to 180 degrees, making all selected edges render soft.
Locks vertex normals. Normals have a direct effect on the appearance of shaded polygons. You can modify their appearance by first unlocking, editing the normals, and then locking them.
To change the X, Y, or Z values for normals, you need to unlock the normals using Mesh Display > Unlock Normals. The normal values you specify (or if you use the default values) are fixed for each normal associated with the vertex or vertex/face component. This means that if you change a vertex position, normals do not change position.
Lets you adjust the user-defined normal of a vertex (or several selected vertices) using a manipulator. For example, you can make sharp edges appear smoother or adjust the lighting on a polygonal object by modifying the direction of the vertex normal.
Editing the vertex normal with this tool overrides the existing Maya normals for the mesh and locks the user-defined normal you set. You can unlock the user-defined normal using Mesh Display > Unlock Normals.
Select Mesh Display > Vertex Normal Edit Tool > to set the Vertex Normal Edit Tool Options.
Select Mesh Display > Apply Color > to set the Apply Color Options.
Select Mesh Display > Paint Vertex Color Tool > to set the Paint Vertex Tool Options.
Select Mesh Display > Create Empty Set > to set the Create Empty Color Set Options.
Select Mesh Display > Color Set Editor > to set the Color Set Editor Options.
The Prelight feature calculates and then stores the shading and lighting color information from the rendered appearance of a polygon mesh directly on the color per vertex information for the mesh. This is also referred to as “baking” the lighting. It is also possible to export the prelighting information that is produced as a texture map.
Select Mesh Display > Prelight (Maya) > to set the Prelight Options.
The Batch Bake feature calculates and then stores the shading and lighting color information from the rendered appearance of a polygon mesh directly on the color per vertex information for the mesh. This is also referred to as pre-lighting. This menu item is only accessible when the mental ray Mayatomr.mll plug-in is loaded (Window > Settings/Preferences > Plug-in Manager).
Creates a new vertex bake set and assigns selected objects to it so that you can create light maps.
Assigns selected objects to existing bake-sets. A list of existing bake-sets is displayed in the drop-down list for selection.
Displays the Attribute Editor with the currently assigned bake set tab displayed so you can edit any bake set attributes.
Toggle Display Colors Attribute turns the Display Colors attribute (located in the Mesh Component Display tab of the shape node) on or off for the currently selected polygon mesh.
Turning on the Display Colors attribute lets you view the color per vertex information as well as any assigned shaders on a polygonal mesh when the display is set to shaded mode. The default Display colors setting for any object is off until color per vertex information is applied.
If you do not want to view color per vertex information for any new polygon objects in your scene while viewing in shaded mode, turn Toggle Display Colors Attribute off.
The Color Material Channel option determines the interaction between existing material channels and the vertex colors you assign. For all options other than None, lighting affects the object's shading.
Select Mesh Display > Color Material Channel to select one of the Color Material Channel Options.
Specifies how the Color Material Channel blends color-per-vertex (CPV) values with the assigned shading material.
Select Mesh Display > Material Blend Setting to select one of the Material Blend Setting Options.