allright that was my thought also thanks for the replyHi,
google suggests that it's a viewport/realtime only shader:
https://download.autodesk.com/global/...ber=d30e643027
Coming to think of it, with a name like it has it kind of has to be
cheers
gubar
Sorry to come late to this. Sure you can render the dx11 shader. Just select the Maya Hardware 2.0 renderer in render options. If it does not match the render, make sure your viewport options such as "use all lights" are on so that the render looks the same as the viewport.
There are also other options you can choose in render options such as AA, AO settings etc.
You can also batch render animation.
When batch rendering, don't use the option window or it will fail. Just select batch render.
It is real time render. That is what dx11 is. It is for use in games simulations etc that have been created to support dX11 technology. It does not work in Mental Ray Maya Software etc. because it is not a Mental Ray or Maya Shader. In Maya the idea is to see what it will look like in the target display which in this case would be a game or other application that is simulating in real time using dx11 technology.
So with Viewport 2.0 which supports dx11, it is what you see is what you get. And you can adjust other things in render options what will show up in the viewport as well.
And rendering it from Maya is different than displaying the shader in real time in the viewport only because it is processing the frame from the camera view to display it in the preview render.
Of course batch rendering an animation is going to take just about as long as it takes to process all of these frames into a format and save them which is going to be different from system to system.
And at that point you are not really using dX11 real time technology, you are just processing the real time generated frames into an image format.
But as long as you want to output the animation that is what you have to do.
However if you are using the model in a game, there would be a shader in the game that would use all of the same features you are accessing in Maya with the DX11 shader. So your work in Maya then closer represents the target output.
Have a look at this:
https://docs.unity3d.com/Documentatio...DirectX11.html
Hope this clarifies things.