If you are not able to obtain the expected results in Viewport 2.0, refer to the following for possible solutions and workarounds:
General
- When using the MHWRender::MRenderer::setGeometryDrawDirty() interface to mark a DAG object associated with an MPxDrawOverride object dirty, the optional topologyChanged parameter must be set to true.
- When using HLSL shaders, you may see different color gradients compared to using GLSL shaders. This is due to their different implementation of color interpolation. This may be corrected by increasing the number of subdivisions of the object to which the shader is applied.
- If you hardware render a free image plane with an alpha channel in Viewport 2.0, it blends with the black background. The default gradient background values are not identical for the Viewport 2.0 workspace and for batch rendering, which defaults to black. Therefore, if you need to obtain the identical results from both renders, you must ensure that their background colors match by setting the scene view background to black. Cycle to black in the scene view by using
+B.
- If you find that the shadows of your displaced surfaces are disappearing when you manipulate the light, you may workaround this issue by increasing the
Displacement Clipping Bias under the dx11shader
Attribute Editor.
- If you encounter z-fighting issues where UI elements and objects that are at the back show through the objects that are in front, increase the depth resolution. One easy method is to enlarge the near clip plane on the camera.
-
If you notice that the object draws differently in the viewport shortly after actions such as selecting and tumbling, and unselecting and then tumbling, and you have
Consolidate World enabled, you may want to disable
Consolidate World to workaround the issue.
For more information, see
Consolidate World.
- When accessing Maya through Windows Remote Desktop, Maya automatically switches the Viewport 2.0 Rendering engine to DirectX 11 mode for the remote session.
- Currently, depth of field is a 2d effect and therefore, you may see a flattened effect when it is used in combination with stereoscopic cameras.
- If you are using Maya Hardware 2.0 to render, your render output is clamped to a resolution of 4kx4k for the Windows and Linux platforms and to 2kx2k for the Mac OS X platform. If you have enabled the
Multisample Anti-aliasing option, your render output may be clamped to a lower resolution.
-
When enabling shadows in your scene,
Viewport 2.0 provides a preview of shadows regardless of whether you select
Use Ray Trace Shadows or
Use Depth Map Shadows for your light. To adjust the look of shadows when visualizing in
Viewport 2.0, select
Use Depth Map Shadows and adjust its corresponding settings to see the effect in the viewport.
Transparency
Performance
Viewport effects
- If you are using
Screen-space Ambient Occlusion and the results differ from expectations; for example, faces appear dark, you may need to reverse your surface normals.
- If your motion blur has no effect when an image plane is immediately behind a moving object, you can workaround this issue by setting the MAYA_VP2_OFF_NON_PE_FRAGMENT environment variable to 1. Setting this environment variable allows the image plane to be included in the calculations of all scene post effects, such as SSAO, depth of field and motion blur.
- When
TessellationON is selected in the dx11Shader
Attribute Editor, the geometry is not used during screen-space ambient occlusion calculations.
Materials and textures
-
If
GPU texture ram exceeded error messages continuously appear while you are loading a scene with the
UV Editor open and with
Parallel set as the
Material Loading Mode, click ok to close the message box and then deselect all objects in the scene to stop texture loading in the
UV Editor.
You can also avoid exceeding the GPU texture ram by selecting a lower baked texture resolution (from the
Image > UV Texture Editor Baking menu in the
UV Editor).
Different behavior in Viewport 2.0 as compared to the Legacy Default Viewport
- Ambient color is supported in Viewport 2.0 but not in the default viewport. If the
Ambient Color attribute of your material is set, Viewport 2.0 gives you a more accurate representation of your software render than the default viewport.
-
In Viewport 2.0, if an object does not have a shader assigned, the object appears shaded in the scene view with a green color. This behavior is different from that of the default viewport, in which the object appears in the scene view as a wireframe. Viewport 2.0 thus alerts you of any missing shader problems.
If a shading network error occurs, the object appears shaded in the scene view with a red color.
- In Viewport 2.0, the behavior of
Color Accum is different from that of the default workspace: you do not need to use the
Opacity attribute to see the effect of
Color Accum. However, combining the use of both attributes produces a more realistic glowing particle effect. The opacity of each particle is first multiplied by the
Opacity value; then overlapping particles are added together. Lowering the
Opacity value prevents the particles from appearing overly bright, resulting in a smoother effect.
- particleSamplerInfo node is supported for
Sprites. To connect the rgbPP, opacityPP or incandescencePP attributes, connect particleSamplerInfo through the outColor, outTransparency or outIncandescence attributes in the
Hypershade.
When working with the particleSamplerInfo node, for best performance, you should disconnect unnecessary per-particle attributes from the particle sampler and leave only the required per-particle attributes. If a large number of per-particle attributes are required, use DirectX 11 as your rendering engine rather than OpenGL. If you must use OpenGL, you can also use a high-end graphics card to increase the vertex texture co-ordinate count.
- The heads up display
Poly Count for Viewport 2.0 does not include paint effect objects.