- possible to modify global light list?
- memory limit in maya 8.5
- FG/GI Flicker Tips
- All SSS Tips
- Maya User Framebuffer Tips
- Maya 6 Extra Attributes
- Hair/Geoshader/Feather Tips
- SSS shader renders black from cmd line render-what gives?
- Texture coordinate offsets and tangent space
- state->child and texture coordinates
- Cross Platform Substitute Tips
- Welcome to the mental ray User Group forum
- Maya to mr Standalone Tips
- Cross Platform Substitute Tips
- rayhost Server Tips
- mental ray Standalone Hang Tips
- Stub Tips
- Charlotte & Jim's Options
- Samples Tips Series
- Charlotte's Diagnostics, Statistics, and more...
- .mi Scene File overview
- FG/GI Flicker Tips
- All SSS Tips
- Maya 5 Final Gathering Tips
- Maya User Framebuffer Tips
- Maya 6 Extra Attributes
- Hair/Geoshader/Feather Tips
- distributed rendering & geometry shaders
- Preparing SSS textures for Mental Ray
- Final Gathering Follow-Up
- ray 3.4 framebuffer problems
- Motion Blur with Time Contrast 0
- Mental Ray standalone and maya scenes with textures
- Important Multiple User Framebuffer note - filtering
- raytrace shadows through dielectric material
- dielectric material issue
- DGS anisotropic reflection help
- Gamma correction and contrast threshold
- tag and coverage questions.....
- Baking complex geometry
- batchMayaToMR script?????????
- light mapping
- global variables in a mi file
- option block
- softimage.so
- mib_color_mix
- colored photons appearing
- deciphering warning
- FG region rebuild?
- mi_api_tag_lookup
- MR error message 021310 & 021018
- baking photon maps
- MI scene breakup and $include
- Where to start with Mental Ray for Maya
- exporting Render-tesselation
- FG Radii in pixel size?
- FG adding additional points in 2nd pass
- Best Mental Ray training DVD
- Realistic human face rendering for "The Matrix Reloaded
- Camera Projection
- transparency in mental ray. please help
- how to antialias default framebuffers.....
- 3G boot switch for Windows XP
- ray and mulitple mi files
- Anti-aliasing slow in MR?
- Phenomenon and mentalrayTexture
- mental ray stand alone gui
- FG Secondary Bounces - how many probe rays are cast?
- gamma command line flag clarification
- NewBe that is frustrated and wants to learn
- Mental ray support farm software
- Mental Ray and ART VPS ?
- mi_texture_vector ?
- MetaSL and Mental Mill - when can we expect them?
- Mental Ray - Millions of Polygons - Arghs! and urgent
- Problem passing an argument
- Grasping Mental Ray Concepts
- how mental ray is used...
- how to access frame buffer from shader?
- mitoapi utility
- Light dispersion
- MR Standalone. Object replacement, custom text etc.
- Custom data in frame buffer
- A simple question about MR 3.5
- What's the spectral rendering in MR 3.5 ?
- What is all this setting gamma to 2.2 about?
- Maya 7 MI Displacement Shader
- MR 3.4 / 3.5 compatibility with suse entreprise or suse 10
- maxwell look in mental ray
- Outputting EXR Channels in Maya
- geometry dump
- It must be a memory thing! Can you solve this?
- how you debug your phenomenon?
- Photon falloff goes the wrong way?
- custom frame buffer antialiasing with rapid
- fgmap file format
- Rotational motion blur
- Text editor for mr shader writing and rendering
- Multi-channel exr
- motion buffer strangeness (or: frame buffers again :))
- some mental ray suggestions
- saving DOD/ROI information in Maya IFFs from mental ray
- Spectral Rendering, what needs to be done to make it work?
- Any chance to see Bi-directional path-tracing in mr?
- About mia_physicalsky
- Displacement and Geometry Type Usage
- Framebuffers useful at all??
- Redesign of Global mental ray community
- Skipping existing frames
- c++ interface
- (Re-)compiling shaders under Maya 8.5/mental ray 3.5
- mi transform matrix compared to maya's matrix values
- volume shaders and detailed shadow maps
- displacement performance tip
- camera motion blur performance tip
- undocumented options
- MR urgent help
- memory flushing messages
- polarization
- white balance
- BSP tree generation
- .map format specification?
- ctrl shaders 64bit
- Maxwell Vs Mental Ray test
- Phenomena Shader Lists
- May 29 LAmrUG meeting
- Bugs in mia features?
- FG falloff
- Hanging standalone
- What's clearfully mental mill ?
- hierchal grid acceleration cutting scene
- SIGGRAPH 2007 user group gathering
- Motion blur, rasterizer with secondary ray tracing
- Using the same photon map even if I increase the resolution?
- Mental Ray Demo Limitations
- 32-bit vs 8-bit
- Speaking of displacements...
- .st to .map
- Options settings (up-to-date)
- using binary vectors in .mi file for describing hair
- mia can't do lambert?
- Mentalray Phenomenon Fixes (mr for maya and standalone)
- how to get the instance name of the current material
- Release date on Writing Mental Ray Shaders?
- Shave and Mental Ray
- Shader Writers
- Light pointers
- problem with mia_physicalsun
- problems with background
- state->pri_idx - what happened??
- what exactly is bsp2?
- Building a Tangent Space Matrix in MR..
- depth of field
- network problem
- matching mray and renderman mblurs
- Universal rendering
- Output passes - the easy way
- User Framebuffer in 7000x3500px using more than 8GB RAM...ho
- Reading MR data with Telnet in Python
- rasterizer vs raytracing...
- Detail shadow map controls
- confused about diffuse
- black/white/NaN pixels: a solution
- overriding subd approximations per instance?
- Accurate HDRI Ray Tracing
- Triangulation
- particles in MR
- writing mental ray shaders book...
- Manually adding HDRI code to MI file
- Internal blending modes cheat sheet
- SIGGRAPH 2008
- mia_physicalsun photon emission
- Search engine of that forum
- displacement scale and memory issues?
- Forum problems
- Lightmaps and memory usage.
- Rasterizer's Shading Samples per object
- mental ray standalone hangs?
- Looking for Maya mental ray Guru for MrMaterials
- Writing mental ray Shaders published
- mr equivalent of brickmap?
- BRDF data
- Your advice about a couple of decisions regarding rendering
- About the the third volume of mental ray..
- detail shadows + phenomena = null DB tag
- Built in Ambient Occlusion.
- Half vs Float
- Some technical questions.
- Irradiance Particles
- MR Standalone progr: rendering Hang
- easiest MR fix ever: filetypes
- Maya 2008 SR2 - MR Satellite Performance
- IP standalone scene render error
- reflection discrepancies between low-lit and high-lit scenes
- irradiance particles + bsp 2
- OSX standalone: *.dylib?
- mental manual
- Vray and Mental Ray
- RGBA framebuffer access outside of an output shader
- -window command not working (mi361)
- Raytraced dome light, and QMC
- does fg_copy work?
- Mental Ray and CUDA - only rumors or great future?
- HOWTO reuse scene data in several renders?
- ao cache: reducing temporal artifacts? cache_density relation to image size?
- How to use?
- detail map warning
- depth of field noise\grain
- when are shadowmaps computed?
- Detailed shadow map format
- Irradiance Particles and animation
- mental mill card support & 3ds max
- .map file slowness
- standalone cost
- Mental Ray Benchmarks vs. VRay?
- Global Illumination and Final Gather diffuse bounces
- Intro
- Motion Transform and Assemblies.
- DBR hardware question
- Mentalray Standalone and lightlinking
- single frame rendering on multiple machines
- Mr Standalone - Distributed Bucket Rendering
- Mental ray render farm licencing questions
- Impotance and IP theory questions
- Mental Ray on Tesla
- Mental ray and massive
- 3ds Max mental ray hair&fur and baked AO
- mailing list?
- Glare pass - Save rendered image before?
- Fast Rasterizer Flushable?
- lamrug.org down? or did the url change?
- Mental Ray Solid Fractal Issue Please Help !!!
- Signal 11 errors
- Equivalent of V-Ray's light cache - possible?
- _secure_scl
- SIGGRAPH 2009 User Group
- Transparency with z depth with mental ray
- How to find out what has changed or been updated in latest mr build?
- Iray at Siggraph
- Builti in IBL - new feature in 3.7.50.11?
- Lighting TD Mental Ray Expert
- progressive rendering
- Bug MR dielectric ?
- mr 3.7 volume engine changes?
- Export .mi per frame benefits?
- svg map format
- lamrug?
- Subdiv UVs
- mi #DEFINEs
- Bump/Displacement with approx nodes