Page 1 of 3 123 LastLast
Results 1 to 10 of 22

Thread: mental ray 3.10 features list.

  1. #1
    Join Date
    Feb 2006
    Posts
    110

    Default mental ray 3.10 features list.

    Anyone seen the new features list for 3.10?
    Last edited by wizlon; May 30th, 2012 at 09:59.

  2. #2
    Join Date
    Dec 2005
    Location
    Chicago
    Posts
    2,548

    Default

    Probably April with Maya 2013.
    "Don't let anyone drive you crazy when you know it's in walking distance."

    "Don't argue with an idiot, they will drag you down to their level and beat you over the head with experience."

    http://elementalray.wordpress.com/

  3. #3
    Join Date
    Sep 2011
    Posts
    8

    Default

    I havn't seen a full features list but have been informed that MR 3.10 has PTEX support. No GUI for it in Max yet.

  4. #4
    Join Date
    Dec 2005
    Location
    Chicago
    Posts
    2,548

    Default

    It does include PTEX as well as more bug fixes and speed improvements.

    This version really focused on fixes and streamlining. This was talked about by the Maya product manager, Cory Mogk. So I expect fewer new features this time around and more next time.
    "Don't let anyone drive you crazy when you know it's in walking distance."

    "Don't argue with an idiot, they will drag you down to their level and beat you over the head with experience."

    http://elementalray.wordpress.com/

  5. #5
    Join Date
    Sep 2011
    Posts
    3

  6. #6
    Join Date
    Jul 2005
    Posts
    90

    Default

    http://docs.autodesk.com/MENTALRAY/2...ntal-ray-help/


    What's new in Version 3.10

    -Ptex Support

    The Ptex texture mapping s.ystem and file format developed by Walt Disney Animation Studios is now supported for rendering of ccmesh subdivision surface geometry. The new base shader mib_ptex_lookup is provided that performs lookup of the texturing information at render time. Since it is utilizing third-party runtime implementation delivered with mental ray the shader comes as a separate package ptex.dll/.so/.dylib.

    In order to enable Ptex per-face assignment the ccmesh surfaces need to carry additional data when computed. This can be enabled globally using a registry key, or per object with a new optional bary attribute.

    -iray 2.0

    The iray version 2.0 is a major update of this rendering mode built into mental ray. It provides numerous improvements in performance and quality, like native support for BSDF layering in the rendering core. This version is using the latest release of CUDA, thus it is supporting, and will actually take benefit from, most recent GPU hardware, like the NVIDIA Fermi architecture.

    -Hair Ray Tracing Performance

    Hair rendering with ray tracing uses a new acceleration structure, which results in significantly better performance and lower memory consumption. For backwards compatibility, the previous behavior can be enabled with a string option. The improvement is especially noticeable when computing shadows and detail shadow maps(10-30%). The image quality is increased at the same time by raising the intersection precision. In addition, a transparency depth limit of 250 has been implemented for hair ray tracing, similar to the the value used in the rasterizer, to avoid excessive computations for big chunks of hair.

    -Detail Shadow Map Features

    The quality of detail shadow maps has been improved. The data size of high-depth detail shadow maps has been reduced. Furthermore, a new string option allows to optimize size and quality of a detail shadow map.

    -Unified Sampling Features

    The support for unified sampling in mental ray and in shaders has been extended. The min/max sampling limits can now be specified per object. For convenience, the unified sampling feature can be controlled from the command line of a standalone mental ray.

    -TIFF Image Format Features

    The support for TIFF image format has been extended with more features, like

    reading LZW compressed images,
    reading and writing in tiled format, suitable for texture caching.

    The output of tiled images in mental ray can be enforced with a frame buffer attribute. Using the imf_copy tool, a tiled TIFF file can be created using the -p option. Note, that the resulting TIFF subformat is not compatible with mental ray 3.8 and earlier, including its image tools. Tiled TIFF images may not be supported by external image manipulation tools.

    -OpenEXR Stereo Support

    The OpenEXR Multiview extension is now supported and used to create stereoscopic ("sxr") image files. This allows to store the images for left and right eye in a single .exr (or .sxr) file. This behavior can be enabled per frame buffer by specifying a datatype "sxr", or globally by using a registry setting. Note, that the imf_disp tool is able to display only mental ray generated multiview OpenEXR files. For other ones created with external tools, camera names may be interpreted as conventional layer names.

    -Texture Caching Features

    This version improves control of texture caching as well as reporting of cache performance and statistics. mental ray now prints out texture cache mode and cache size limit in the options info banner before each frame rendering. For each cached image file, ie. cached texture or frame buffer, it prints statistics about the number of pixel accesses and per-thread local cache coherency rate. At end of rendering, mental ray prints accumulated statistics. The dynamically computed texture cache memory is based on the size of the uncompressed textures in memory instead of the file size as used in earlier versions. In particular, the memory used for rendering no longer depends on the type of texture compression used.

    -Subdivision Mesh Features

    The ccmesh subdivision mesh geometry now supports approximation with the sharp property, to achieve faceted rendering look. In addition, per-face user data can now be attached to a ccmesh object. Finally, the previous limit of two texture spaces for ccmesh geometry has been lifted, and up to four texture spaces are now supported for texture seam computation.

    -Initial Alembic Support

    The Alembic open source interchange framework and file format is supported in an initial form. A new shader abcimport is provided to read static or animated geometry like polygon or subdivision meshes and NURBS surfaces from Alembic files, including support for loading them on demand only during rendering.

    -Deprecated Scanline Features

    This mental ray version deprecates scanline as its default rendering mode, but promotes ray tracing as the primary renderer instead. This allows to take benefit from greatly improved ray tracing speed using latest achievements in BSP2 acceleration, as well as noticeably reduced memory consumption especially for larger scenes by avoiding to keep extra rasterization data. To help transitioning, mental ray adds support for previous scanline-only functionality in ray tracing mode, like

    clip rendering of geometry on camera hither/yon planes, enabled with a string option,
    compute motion vectors including camera movement, enabled with a string option.

    -New Shader Package

    The new shader package useribl comes with mental ray. It supports convenient workflows for lighting from environment maps or from textured area lights similar to the built-in IBL functionality, this time provided as separate shader nodes with extended functionality.

    -New Subsurface Shaders

    Improved subsurface scattering shaders misss_fast_shader2(_x) have been added with extended features towards production purposes. Consequently, two skin phenomena misss_phen_skin2_mia_phen(_d) are available that are based on these shaders.

  7. #7
    Join Date
    Feb 2006
    Posts
    110

    Default

    -New Shader Package

    The new shader package useribl comes with mental ray. It supports convenient workflows for lighting from environment maps or from textured area lights similar to the built-in IBL functionality, this time provided as separate shader nodes with extended functionality.

    Can't find any more info on this. Anyone else manage to dig a little deeper into useribl?

    Edit. Found docs on this feature. Thanks.
    Last edited by wizlon; April 10th, 2012 at 15:03.

  8. #8
    Join Date
    Dec 2005
    Location
    Chicago
    Posts
    2,548

    Default

    user_ibl_env is a new way to do what the Native IBL has been doing for awhile.

    However, since it does not "bake" (resize) the texture it has direct access to all of its details and information.

    In practice we have found a few things about this:

    1. When connected to an area light, the area light samples needs to be the SAME as the samples for the user_ibl or you may truncate the samples needed for importance.
    2. In the blog post where I talk about area light samples for Unified Sampling, those values still apply as a recommendation for most HDRs. I can generally get away with 8 samples on the user_ibl_env and then 8 (high) 1 (limit) 8 (low) on the area light. In some cases that can go lower to 4 or 6 samples. More complex lighting may need more or suffer grain/inaccuracies. These HDRs are usually exterior images.

    It's quite fast and good.

    REMEMBER: You must use the string option (or registry variable) for "light relative scale" 0.318 for it to light legacy materials correctly!!!

    user_ibl_rect can be used in a similar manner for area lights or light cards as was done in production for Speed Racer.

    ***Look in the release notes!*** the What's New skips over a few things, including better importance sampling when using FG + IP
    Last edited by Remydrh; April 10th, 2012 at 22:56.
    "Don't let anyone drive you crazy when you know it's in walking distance."

    "Don't argue with an idiot, they will drag you down to their level and beat you over the head with experience."

    http://elementalray.wordpress.com/

  9. #9
    Join Date
    Dec 2005
    Location
    Chicago
    Posts
    2,548

    Default

    FG+IP in complex lighting is generally faster than either IP or FG alone.

    • Refurbished finalgather + irradiance particles combination in order to allow irradiance particles to drive finalgather importance sampling.Added string option "finalgather importance", with the following possible values:
      • "off": If irradiance particles are on, their contribution is used for the computation of the secondary diffuse component. Irradiance particles are not applied to drive importance sampling for finalgather rays
      • "partial": the importance-based mechanism of irradiance particles is used to drive finalgather ray distribution, and irradiance particles are used for secondary diffuse bounces.
      • "full" or "on" : like "partial", and in addition for shading of finalgather rays, light sampling loops would return black and the direct diffuse illumination is obtained from the irradiance point maps. Note that in this mode, the glossy component of finalgather ray hits is suppressed, which may read to slightly darker images.
      In addition, finalgather can be used with importons without irradiance particles. In that case, importon map drives finalgather ray distribution.
    • Experimental: for finalgathering, added an experimental finalgather lookup mode which tests the visibility from the lookup point to the FG interpolation point candidates. The mode can be enabled with the "finalgather points test" string option, or with the new miIrrad_options::finalgather_points_test value set to 1.
    "Don't let anyone drive you crazy when you know it's in walking distance."

    "Don't argue with an idiot, they will drag you down to their level and beat you over the head with experience."

    http://elementalray.wordpress.com/

  10. #10
    Join Date
    Feb 2006
    Posts
    110

    Default

    So with regard to Area lights, one can use either user_ibl_env or user_ibl_rect to achieve the same thing? You apply user_ibl_X to the area lights custom light shader slot? It's the lights intensity that then drives the textured light cards reflection contribution so both are in harmony or have i got this all wrong?

    So many questions. Sorry.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •