This Shading menu displays above the scene view, or above each view panel in a layout with multiple scene views (like the Four View layout).
The Shading menu provides a number of ways to look at your scene. The quality can range from a simple wireframe display to a smooth- shaded view.
Draws edges for polygon meshes and isoparametric curves for surfaces. This is the default shading quality.
Displays all surfaces, meshes, and particles as smooth-shaded objects.
Shader plug-ins and textures plug-ins are supported when you use Hardware Texturing. When you use Smooth Shade All mode, only the attributes of the following specific names are used: diffuse, hardwareColor, color, transparency, incandescence, specularColor, shininess.
Displays selected items as smooth-shaded objects.
Displays all surfaces and meshes as flat-shaded objects.
Displays selected items as flat-shaded objects.
Displays objects as boxes that represent their bounding volumes. Bounding boxes speed up Maya operations and can make a significant difference for complex models.
The bounding box encompasses the hulls as well as the actual geometry. As a result, the bounding box may have dimensions larger than those of the geometry.
To see bounding box coordinates, open the Attribute Editor, click the shape node tab, and open the Object Display section. It shows the read-only minimum and maximum world space boundary coordinates of a surface along the X, Y, and Z axes.
Displays the default shading material on objects when displaying in shaded mode regardless of the assigned shading material.
Superimposes a wireframe display on all shaded objects in a view.
Displays all shaded objects as semi-transparent. This can be useful for seeing hidden parts of a model.
Displays skeleton joints over top of other shaded objects to aid joint selection.
Displays active components over top of other shaded objects. This shaded mode is useful when you want to ensure you don’t accidentally select unwanted components. Applies only to polygon objects when in component mode.
For objects displayed in smooth shade or flat shade mode, makes the object’s back face transparent which helps speed the display or manipulation of objects.
Displays smooth wireframed objects in Maya’s 3D views.
Does not work in 2D views, including the UV Texture Editor.
Displays hardware textured rendered results in the scene view, as if they were being displayed in an external viewer.
This mode is on by default.
Simulates hardware fog effects achievable in programs outside of Maya. Displays how a spotlight's fog is distributed before you render. Used for preview purposes, Hardware Fog only displays in the perspective view.
In Viewport 2.0, when you select Shading > Hardware Fog > , the Hardware Renderer 2.0 Settings window appears and enables you to adjust the fog settings. Select Shading > Hardware Fog > to set the Hardware fog options.
Sets the viewport to use the DirectX 11 rendering engine. This is version 11 of DirectX and is comparable to OpenGL Core Profile. Use this mode to view DirectX 11 shaders.
For more information about DirectX 11, see Run Viewport 2.0 in DirectX 11 mode and DirectX 11 Shader.
This mode is only available for the Windows and Linux platforms.
This is the new version of OpenGL. It lets you obtain the same visual fidelity as you can in DirectX11 mode. Use this mode if you want to render GLSL shaders.
This mode supports features from both:
Select this mode if you have plug-ins that use functions from previous versions of OpenGL, and you also want to take advantage of features from OpenGL version 3.2 and above.
OpenGL - Legacy and OpenGL - Core Profile provide the same render quality in the viewport.
However OpenGL - Core Profile takes advantage of the latest OpenGL technologies such as tessellation and displacement that can easily be achieved using GLSL shaders, while this would require the use of OpenSubdivs in OpenGL - Legacy mode.
This is the new version of OpenGL. It lets you obtain the same visual fidelity as you can in DirectX11 mode. Use this mode if you want to render GLSL shaders.
This mode allows you to take advantage of features from OpenGL version 3.2 and above. Features from OpenGL versions 2.1 and below are not supported in this mode.
For more information, see GLSL shader and Create and visualize a GLSL shader.
Applies the current 3D view's shading style to all objects in the scene.