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asc
01-31-2003, 04:38 PM
We are currently developing a maya node that can create a variety of poly meshes based on the input data the node recieves.
Typically this node has hundreds of outMesh connections, each to an individual shape which is parented under a transform in the usual way.

In the viewport we can generate stand-in boxes instead of the actual geometry to speed interactivity and control memory use. However, we are finding that maya cannot render the volume of data this node can produce. This isn't that suprising given that each mesh (of around 1000 polys) is unique. This means no instance based approach will work. At render time Maya simply tries to handle all this geometry at once and very quickly crashes.

I've been playing around with Mental Ray for Maya and it all seems to work ok, so what I would like to know is this...

Would it be possible to write a Mental Ray geometry shader that can be passed the same data our maya node gets and hence produce the same bunch of meshes?

Assuming this is possible, will Mental Ray be able to handle the amount of data this could generate? Ideally we would pass the bounding box of each mesh to be generated and mental ray would be sensible about when it actually generates the geometry (and also when it discards it!!).

We won't be needing millions of instances of this shader to be run in a frame, but at least around 10,000 which would create about 10 million polys in total.

Finding this sort of stuff out about mental ray can be tricky so if anyone out there can give any help it'd be great.

Thanks

ac

Mauritius
02-01-2003, 11:06 AM
I'm not at all into MRay, but I know this one is easy with a RMan compliant renderer that supports procedural primitives. PRMan and AIR do for sure. I believe also RenderDotC.

If you do not need the geometry in Maya before rendering time, the renderer can create it for you by calling a user program.
You could e.g. use attributes attached to particles to later steer what shape is returned to the renderer.

.mm

asc
02-01-2003, 12:08 PM
PRMan is out of budget for this project unfortunatley. We have quite a few maya licenses, so are looking into Mental Ray.

Our system is going to be particle driven, and I know this type of approach is quite well documented from a prman perspective. From reading the programing mental ray book it seems geometry shaders have a similar function to rendermans procedural primitives. If I'm wrong about this it'd be great if someone could correct me.

What the book doesn't cover is the pros and cons of geometry shaders. Then there's all the bugs and limitations that you only find out about further down the line. At present I only have the book that covers mr v2 so there could be stuff i'm missing.

ac

stunndman
02-02-2003, 05:06 AM
have you posted this question in the mental images mental ray mailing list? - http://www.mentalimages.com/p205.html

Mauritius
02-02-2003, 03:24 PM
You don't need PRMan -- I wrote "RMan compliant". There's a bunch of excellent and cheaper alternatives. You can use RenderDotC or AIR ($300 per seat).
I think 3Delight doesn't support procedurals yet and Aqsis does not for sure.

.mm

asc
02-03-2003, 09:23 AM
sorry Mauritius, I wasn't dismissing other rman alternatives - Its simply that I know less about Air and RenderDot than Mental Ray. I'll go check out their sites.

Thanks to stunndman too, I wasn't aware of this list, with a bit of luck someone there maybe able to help.

ac

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