Are you seeing annoying artifacts in the viewport or your playblasts? Do you ever find that you sometimes see nothing in the viewport? This can happen from time to time - especially when importing or referencing in scenes of varying scales. If you are working on scenes that are large in scale, you may experience such issues. Luckily, the fix is pretty simple.
From time to time you may notice that things are cut off in your viewport, and if you hit the usual "F" to frame, you get nothing in your viewport. If you ever want to get back to where you were, you can hit the [ key to return your camera to it's previous position, but this doesn’t actually solve your problem. Here's how to fix it:
Select your camera - whether it's a perspective or orthographic (ortho) camera. Make sure the camera shape node is selected in the attribute editor.
Check your far clipping plane and make sure nothing is getting cut off. In the video example scene, there is a whole set of buildings being cut off. We can fix this with camera clipping planes: these show up on any camera, perspective or orthographic and control what is shown in the viewport based on distances from the camera.
You may find you still have unwanted flickering or black spot artifacts which can get into your playblasts. In order to avoid this, you need to set your near clipping plane as high as it can go based on how close you need to get. Usually a value of 2 or 3 works fine, but some scenes can be very large and you’ll need to go higher until the artifacts disappear. If your objects are only a few units in size, you’ll need a much smaller value.
Another common problem occurs when you import an object from a different app that may be large or if you’re working at real-world scale. You may find that your ortho camera views get cut off and things look pretty weird in the viewport. The problem is that your top, side and front view cameras have a position in space. In the video you can see that the ortho camera is positioned at 1000 units. If we look in our preferences, we can see that by default, a unit in Maya represents a centimeter. A street with buildings at real-world scale, for example, could easily be more than 1000 units. Add a few zeros on the position of the ortho cams and the problem is solved.