Entity Display

This page covers how Entities are displayed in Simulation in an Entity Type Node and in Cache Replay in a Simulation Cache Proxy Node:

Display Attributes

Display Mode

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.

Color Weights ranging from 0 to 1

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

The following attributes are available only in "Render Previz" mode:
Two Sided Doesn't perform triangle culling based on its winding. Every triangles are visible from both sides.
Shading Mode

Mode used to shade the Render Previz geometry:

  • From FBX: shaders will be loaded from the meshes saved in the FBX file listed in the Geometry part of the Character file  This is only valid if using a FBX file, GCG does not store shaders information.
  • From Maya Scene: shaders will be loaded from the current Maya Scene (according to the shading assignment defined in tthe Geometry part of the Character file).
Refresh Geometry

Flush the geometry cache and reload them (fbx and gcg files).

Display Modes


Cylinder is the simplest preview mode
Cylinder is the simplest preview mode. It is a modified cylinder, which thinner part indicates entity's direction. Radius and height of the cylinder are entity's properties defined in the Entity Type Attributes (see above). They both are scaled by the Entity scale.

Animation Bones and Physics Shape

The same skeleton viewed in "Animation Bones" and "Physics Shape" modes
  • 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.

Render Previz

Render Previz show geometry mesh with asset repartition
Render Previz is available if you assign a Rendering Type to the current Entity Type. Once you set up the Character with the assets repartition and a corresponding geometry file (fbx or gcg), the Entities will be properly rendered. You will see the same mesh asset repartition as in your Simulation Render.
The Previz Render will search and use the shader assets (diffuse texture or diffuse color) applied to the mesh. An orange Diffuse color will be binded if the shader is not present in Maya. For more comfort, the diffuse textures are loaded in the background. You may see them pop when running the simulation for the first time. The shader output plug color name used can be changed manually see "Color Attributes Names" below. If the geometry file is modified, you can refresh the Render Previz using the Refresh button in the attributes or using the Refresh button in the Character Maker.
Notice that this display mode does support:

It doesn't support

  • 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.

Previz Lighting

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