The GI GPU mode can be enabled and controlled with scene options or on the command line of the standalone mental ray. Please, note, that this is by no means how we envision it to be integrated in the applications. The scripts to easily enable and access the GI GPU prototype can be downloaded directly from us here:. Textures are not needed on the GPU. There is also an absolute limit of 25 million triangles. Some features are not yet supported: distorting lens shaders, motion blur, particles, volume shaders, camera clipping planes, progressive rendering.
There is only limited support for scattering shaders, emissive materials, and hair rendering. We would like to hear your feedback and see your renderings using this prototype. Recently, we were asked about a not-so-well-known feature to help rendering heavy scenes with mental ray inside Maya, or 3ds Max. You may skip the introduction and jump down to the setting at the end of this article.
For those who are into details, here is a little background. Buying more memory for your rendering machine will help, but, at the same time, your scene size and texture needs have grown again. Well, typically you should not notice since mental ray takes care of handling these cases automatically. It delays all operations that are memory exhausting or expensive to compute to the latest point in time, and only executes them when really needed to render the current pixel. Most importantly, the tessellation of source geometry into triangle data is done on demand only, absolutely critical when working with very detailed displacement.
Finally, this mental ray machinery of demand loading is also exposed to shader writers. This will include every scene element independent of its contribution to the rendering of the frame or animation. What is usually OK for most scenarios, might become a bottleneck in extreme situations with many large pieces of geometry or several big chunks of hair, especially if they are not really actively involved when rendering the current view. Like in the example below a quickly painted cityscape in Maya, but you get the idea.
City Asset. City Rendered View. The usual answer to this problem would be: create a mental ray assembly for those scene parts and reference that in your master scene. But, there is an easier way right from within Maya:. It does not pre-translate geometry before rendering starts, as it usually does, but delays it to rendering time.
That may be inefficient. Please remember, that in a ray tracing or global illumination context all the objects may be demand-translated immediately anyway even if out of sight!
This application has also got support for caustics as well as physically correct simulation. All in all Mental Ray for Maya is an impressive rendering application which supports ray tracing for generating images.
You can also download Autodesk Maya MDL shaders are only looked up in the mdl subdir now. For rendering with MDL materials, fixed possible null tag fatal when using texture name in let statement. Fixed wrong issued warning if a module imports another module from the same archive. In particular, this is the case for vMaterials, which are installed on a per-user basis. Known limitations:. It is recommended two restart Maya instead of loading plugin for the second time. For light baking, number of CPU threads used is no longer fixed to 8, but is set to be the number of threads used for frame rendering.
On Mac OSX platform, fixed failure to render Xgen scenes in earlier versions, this could be work- arounded by starting Maya on a command line. For scenes imported from older plugin versions, fixed possible inconsistencies in rendering options for progressive and final frame rendering. In particular, for some scenes GI Next indirect illumination was disabled for Render Frame, but enabled in the Viewport. The miUnifiedSampling attribute is deprecated, and its functionality is merged with previously partially redundant miRenderUsing attribute.
This way, missing local texture files issue errors but no longer trigger fatal issues requiring Maya restart. On Mac OSX, lmadmin license server included into the package is updated to version For some scene, this change also has a positive performance impact.
For satellite rendering, fixed possible failure to establish connection over IPv6 and improved error message reporting. Windows installer now offers custom component selection and custom installation paths.
Known limitation of the installer framework: for a custom location to be available for selection, it needs to be created before starting the installer. For mental ray standalone, Windows uninstaller cleans the bin subdirectory completely, even when additional DLLs were collected there. Plugin UI. Improved readability of rendering logs: added new lines and messages at the end of any rendered frame.
Note that during rendering of scenes with color management, an error on loading syncolorproxy shader may appear for the first rendering.
This error can be ignored: mental ray gracefully tries to find an older Autodesk SynColor library in that case. For Maya , fixed Render. XML renderer description file was missing in the plugin installation. Fixed a crash when attempting to use light baking in combination with GI Next indirect illumination. This combination is currently not supported.
On Windows, debug asserts were left over in the release build of the plugin and several shader packages. If memory is sufficient on some of GPUs, only those are used for rendering. For motion blur scenes rendered with BSP2 acceleration, improved quality of the intersection acceleration structures. For some scenes, this leads to dramatic rendering time improvement. On Windows platform, added support for fully-scaled parallel rendering on machines with more than 64 CPUs.
Fixed possible poor texture caching performance due to too low amount of memory used misinterpretation of memory limits. For tile-based progressive rendering, fixed issue with window region rendering.
In that case, adaptive tile window size is disabled now. Fixed possible artifacts for interactive rendering of scenes with high number of MDL materials. Caching of on-demand MIPMAP pyramids for image files was broken, and sometimes pyramids for wrong image files were used. For Alembic geometry shader, fixed a crash if the shader was invoked for parallel execution from multiple threads for HDF5. This is possible for scenes with assemblies.
On Windows platforms, suppress possible pop-up error windows. In particular, this fixes possible freezes of Maya when using misconfigured satellites running on Windows. Added a temporary workaround for large scenes exceeding approximately Mio triangles.
Added alpha channel to the indirect illumination values. Fixed background rendering with Maya shade packages. Installer and package distribution Professional Application Center version 3.
This application simplifies license and update management. Documentation for mental ray plugin and for license tools has been added. On Windows platform, Start menu items pointing to this documentation is added.
Flexera lmadmin server and nvidia vendor file are added to the distribution. If floating licenses are used, lmadmin license server and vendor file may need to be installed according to documentation provided. If not done, MDL Material Exchange package update installer may fail, causing mental ray plugin and standalone installer failure. For Beta program participants, it is recommended to remove Maya preferences files.
In particular, for Maya , xgenMR. Old preferences may cause xgenMR. Users need to familiarize themselves with potential security risks arising from relaxing security settings, and avoid browsing pages other than mental ray documentation with the same browser. In particular, for Google Chrome, settings are applies for all Chrome windows, i. Chrome should not be used accessing potentially unsafe Web sites while security settings are relaxed form default.
PDF documentations can be used as a safe alternative. Time slider updates only work in Viewport Rendering when the option 'Support time slider changes' is enabled. On Mac OSX platform, a dirty screen is shown shortly when the Viewport is started for the first time mental ray is used as Viewport renderer, once per Maya session.
Disabling Viewport Render when running playback in a scene that contains a particle emitter may cause Maya crash. When using Render Sequence, the HUD at the bottom of the Render View window stays stuck reporting the wrong frame number and it doesn't update. If detected, fall back into classic tile-based rendering is used. Caustic photon maps can be used to improve performance and quality.
Due to the scene geometry replication, his may cause a fallback into CPU rendering, resp. Fixed possible crash on Linux platform in case of plugin autoload STL symbols resolved into shader dynamic libraries.
Fixed possible differences in between progressive and tile based rendering with half-float framebuffers. Color clipping was mistakenly applied in progressive rendering case. With the new algorithm, presampling may take moderately longer time and produce moderately larger shading map. Temporarily, large scenes are rendered with mental ray core acceleration structures instead of GI Next plugin ones. Small visual difference in rendering may be expected.
For consistency, temporary string option "gi triangle limit" N is added. The number, in millions, specifies the scene complexity to switch to. So far, only objects were updated that were visible when the Viewport rendering started. Some legacy materials default parameter values were corrupted when loaded with MRFM plugin Beta 8 or later. Fixed exporting of. For Blending mode, fixed possible delay in showing the final rendered image.
Fixed possible issue of missing blending for the first frame. The default port is , , and for Maya , Satellite thus need to need to be re-activated once Maya is started again. Note that in this version of mental ray standalone nodes used in satellite mode participate in tile rendering, but not in the progressive rendering.
A separate mental ray s tandalone installer may be provided to Beta testers at a later point. Fixed missing look development kit shaders declaration file was missing in the distributed package.
GI Display button for display results during the precomputation stage is removed. For the majority of scenes, the overhead for additional computations caused initial subframe display to be barely faster than with precomputation display disabled. Changed the default for number of glossy rays used from 4 to 1.
For Material Definition Language MDL , fixed possible jiggled shadow terminator artifacts, possible missing emission from some of MDL emissive materials, possible fatal in interactive rendering, and possible wrong handling of textures in absolute paths, as well as possible crash for complex materials.
Fixed several issues in ExportExactHierarchy. You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. Skip to content Skip to menu. Happy rendering! Like this: Like Loading May 31, at am Reply. June 11, at am Reply. August 12, at am Reply. August 20, at am Reply. May 7, at am Reply. September 19, at am Reply. September 21, at am Reply.
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