2008

TIP When you change geometry by transforming it or modifying it, right-click
the ActiveShade window and choose Tools > Initialize from the quad menu
(lower-right quadrant). This updates the ActiveShade rendering.
Moving an object does not update the ActiveShade window.
Applying a modifier or otherwise changing object geometry does not
interactively update the ActiveShade window.
Reflections are rendered only in the Initialize pass.
Materials are displayed as RGBA data with 8 bits per channel.
Multiple changes to a material might lead to deterioration in image quality.
If you see this happening, right-click the ActiveShade window and choose
Tools > Initialize from the quad menu (lower-right quadrant).
Masks are reduced from 8x8 to 4x4 subdivisions per pixel. The mask is
corrected to 6-bit opacity (0 to 63 rather than 0 to 255). This might result
in some visual noise around object edges.
Because of the preceding item, filters are coarser than in full-scale
renderings, but they still have significant subpixel information.
There is a limitation of 16 subdivisions per pixel. Because of this, any
objects behind the sixteenth occluding object for a given pixel will be
ignored. Rendered back faces count as separate objects.
Reshading uses compressed normals and other direction vectors. This
should have no visible effect.
ActiveShade does not render atmospheric effects, rendering effects, or
ray-traced shadows (the only shadows it can render are shadow-mapped
shadows).
Procedures
To display an ActiveShade window in a viewport:
Right-click the viewport label, choose Views, and then ActiveShade.
NOTE You can't make a maximized viewport an ActiveShade window,
or maximize an ActiveShade window.
5914 | Chapter 18 Rendering