Mode used for preview rendering (see below)
|Display Color||Color of the Entity belonging to this type at the different steps|
|Display Color Weight||
Weight of the Display Color in the shading color.
Animation Bones / Physics Shape Display Attributes
The following attributes are available only in "Animation Bones" or "Physics Shape" mode:
|Bone Radius||Radius factor used to compute the width and depth of the box used to display bones|
|LODPixels Size||A LOD system is available and allows bones smaller to a size in pixels to not be rendered. LODPixels size value of 8 (default) sets the preview renderer to discard bones which on-screen size is lower than 8 pixels|
Render Previz Display Attributes
|Two Sided||Doesn't perform triangle culling based on its winding. Every triangles are visible from both sides.|
Mode used to shade the Render Previz geometry:
Flush the geometry cache and reload them (fbx and gcg files).
Animation Bones and Physics Shape
- The Animation Bones mode displays a box for every bone composing the skeleton. The length of the box is the distance from the bone to its children median position. Its width and depth are a fixed ratio (0.25) multiplied by the Bone Radius attribute.
- The Physics Shape mode displays the physics volumes of the skeleton. Those properties can be edited in the Character Maker.
- all skinning methods
- up to 14 blendshapes per mesh
- up to 4 skinned bones per vertex
- geometry cache animation using the Geometry Animation Behavior
- Rendering Type Mesh Assets repartition
- texture files and diffuse colors
- shading/texture variation (mainly for performance issues). This means that in Render Previz mode, all assets of the same type will have the same texture and you'll have to render the scene to get a visualization of the shading variation.
- per-face shading assignment. If a Mesh has several Shader Groups assigned, only the first one will be assigned to the whole mesh in the previz and you'll have to render the scene to get a visualization of the per-face assignment.
Maya viewport Lighting Panel
Previz supports spot, directionnal and ambient Maya Lights. Use the Lighting menu in the viewport panel to activate it. When using all lights, only the most recently created directional or spot is used for lighting geometry.
Shadows are supported when using Viewport 2.0