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Old 09-12-2007, 01:52 AM   #1
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Mental Ray 3.6 - More details...

Hey everyone

Sorry if this has already been posted,

new update looks awesome.

Good work Mental Images and Master Zap

__________________________________________

http://area.autodesk.com/blogs/blog/4/blogpost/5244/

mental ray for Maya rendering

Increase rendering efficiency by converting textures to an optimized format: You can convert textures to an optimized format with a tileable structure to increase rendering efficiency. Using this format, mental ray does not load entire images but only the portion of the images required to render. Memory consumption is therefore reduced and you can render larger scenes and scenes that include textures with a higher resolution.

This feature increases rendering efficiency when you have a complex scene with a lot of textures that cannot all fit into memory at the same time.

* Converting textures to optimized format
* Rendering preferences

Create mental ray transfer maps in object space: You can now create mental ray transfer maps in object space.

Render hardware particles with mental ray: You can now render the following particle types with mental ray: Points, MultiPoint, Spheres, Sprites, Streak, MultiStreak.

Note: Motion blur is supported for hardware particle rendering in mental ray.

Hardware particles are shaded in a way that is similar to software particles: a shading group must be assigned to the particle shape, and its surface shader completely determines the appearance of the particles.

New mia_material_x shader: A new mia_material_x shader has been added that allows you to simulate materials used in architectural and product design renderings. This shader is similar to the mia_material shader but offers additional features such as additional bump mapping attributes and returns multiple outputs.

User framebuffers in output passes: You can now use user framebuffers in mental ray camera output passes. When you create an output pass you can now select user framebuffers and output to file.

When you select a user framebuffer to use with an output pass, mental ray for Maya automatically makes the required framebuffer and output pass node connections.

The user framebuffers are rendering attributes (color, alpha, depth, and so on) that control which image channels are passed to the shader and in what format. When used in conjunction with output passes, framebuffers are useful to split a render into component passes that you can later composite.

Set maximum resolution for Material Sample swatches: You can now set a maximum resolution for your Material Sample swatches. If your file texture is above this resolution, a swatch will not be created until explicitly requested.

This reduces memory consumption and reduces the Hypershade load time, increasing performance especially when dealing with many large textures. This is most useful for initial load of scenes with many large file textures.

Convert Maya hair to native mental ray hair: By default, Maya hair is converted to native mental ray hair so that it can be rendered with mental ray standalone.

New options for the mental ray for Maya command line renderer: You can now control rendering options, such as the Auto Memory Limit or Render Threads option, via the mental ray command line renderer as well as via the Render > Batch Render > r and Render > Render Current Frame > r windows.

Smaller .mi files are created when you export fur and hair using the binary format: When you export your object(s) to a .mi scene file using the binary format, the Hair and Fur (Hair Primitive) objects will be approximately 50% smaller as compared to previous releases of Maya. This will result in significantly smaller .mi files.

Improvement with IPR for mental ray for Maya: Maya 2008 provides improved performance with the startup of IPR in mental ray for Maya. In addition, a snapshot of the model view is provided when IPR is used. The default for IPR Quality is now Render Settings.

Simplified workflow for creating lightmaps with the mental ray fast subsurface scattering shaders: When you create any of the misss_fast_shader, misss_fast_simple_maya, misss_fast_skin_maya nodes via the Hypershade, Maya automatically creates the lightmap network for you.

New mental ray shaders have been added:

Use the mia_light_surface shader to represent the shape of a light source.

Use the mia_envblur shader to blur the environment in a way that looks very similar to shooting an extremely large amount of glossy reflection rays into it.

Use the mia_portal_light shader to create a portal light to reduce final gather rays and rendering times.

Use the mia_exposure_photographic shader to perform tone mapping.

Use the mia_lens_bokeh shader to simulate depth of field.

Use the contour_shader_silhouette shader to put contours at the silhouette of objects.

Use the contour_shader_maxcolor shader to take the maximum (in each color band) of the two material colors on each side of the contour.

Improved workflow for mia_roundcorners shader: The mia_roundcorners shader can be used with any Maya shader that has bump mapping. You can also chain other bump textures to the Bump_vector attribute of the mia_roundcorners shader to layer the bump effect to your shader.

Attribute Editor templates supported for mental ray structure and arrays: Maya now supports Attribute Editor templates for mental ray struct and arrays.

Support for input of DDS files: mental ray for Maya now supports input of the .dds format.

Improved method for subdivision approximation node: Beginning Maya 2008, the subdivision approximation node produces ccmesh primitives instead of subdivision base mesh primitives. ccmesh primitives can define polygons with an arbitrary number of edges, rather than just triangles and quads. This new method can be up to several times faster than the previous. For best performance, use triangles and quads or a combination of both.

Support for native mental ray light linking: mental ray for Maya now uses native mental ray light linking. Shaders are no longer responsible for their own light linking. All the Maya linking information is automatically handled by the mental ray core and shaders automatically receive the relevant light information.

Custom Text supports Python code: The Custom Text Editor now supports Python code.

Swatch now available for mental ray texture nodes: The mib_texture_lookup, mib_texture_lookup2, and mib_texture_filter_lookup nodes now provide a swatch display.

Maya hardware renderer improvements: The hardware renderer improves the display of layered textures as well as multiple UV sets for different textures in a scene.

Because the Maya hardware renderer interprets the Env Ball/Env Cube map in a different way from the Maya software renderer, you can choose between the different configurations through the Render Settings: Maya Hardware tab.

A new option has been added to control the specular highlight so that it only appears on the opaque surface and not the transparent surface.

Maya now provides shader files that developers can incorporate into their own CgFX shader.

The Maya hardware renderer now supports negative lighting.

Support for HLSL hardware shaders: Maya now provides support for HLSL hardware shaders.
 
Old 09-12-2007, 05:34 AM   #2
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All sounds pretty good to me!

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Old 09-12-2007, 11:31 AM   #3
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any idea when it will be out though?
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Old 09-12-2007, 11:49 AM   #4
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still. no shadow pass...

do big mental ray studios really not use shadow passes in their pipeline?
 
Old 09-12-2007, 03:10 PM   #5
mental
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Quote:
Originally Posted by Fus|on
Render hardware particles with mental ray: You can now render the following particle types with mental ray: Points, MultiPoint, Spheres, Sprites, Streak, MultiStreak.

Hardware particles are shaded in a way that is similar to software particles: a shading group must be assigned to the particle shape, and its surface shader completely determines the appearance of the particles.

@Zap (if you're reading this): Does this mean that a 3rd party shader that employs the rasterizer like Bigmuh's muhHair will be needed to get selfshadowing/deepshadow-like effects on particles rendered within a reasonable amount of time?

Does this also mean that a shader like Guy Rabiller's lm_2DMV is applicable to these particle types now?

I do not have access at the moment to Maya 2008 to test this out myself.

Also are there any cool new particle rendering tricks that can be pulled off with the inclusion of these particle types or with mentalray 3.6 in general?
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Last edited by mental : 09-12-2007 at 03:13 PM.
 
Old 09-12-2007, 03:42 PM   #6
asche
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does anyone here how to use the output passes of the mia material ?!
is it possible to get all the shaders (given that you only use mia) write the indirectlight pass into a single image ? if that is possible, how do you do that in maya ?!
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Old 09-12-2007, 03:59 PM   #7
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Quote:
Originally Posted by asche
does anyone here how to use the output passes of the mia material ?!
is it possible to get all the shaders (given that you only use mia) write the indirectlight pass into a single image ? if that is possible, how do you do that in maya ?!

What does this have to do with discussing new MR 3.6 features?
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Old 09-12-2007, 04:02 PM   #8
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well it is a new feature of mentalray 3.6 , so i thought it would kinda fit into a thread about new MR 3.6 features ....
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Old 09-12-2007, 04:32 PM   #9
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Wink

you can with the mia_material_x as that one has a struct output of all the 'passes' you'll ever
need. And use ctrl_buffers (or any buffer writter shader) to write those to the hdd.
 
Old 09-12-2007, 05:17 PM   #10
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what a pitty, i thought it was somehow integrated into mr 3.6 so you can output the passes directly, without using 3rd party plugins :(

anyways, the new maya and mr 3.6 look like solid releases
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Old 09-12-2007, 05:50 PM   #11
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Quote:
Originally Posted by asche
anyways, the new maya and mr 3.6 look like solid releases


it doesn't look solid at all.
it's PURE marketing, they are introducing more and more new features with disucussable priority.what's the purpose of new features if already existing elements aren't working seamlessly and in harmony with maya's architecture and vice versa?

i hope this time that they work on the implementation in maya and test the software before they release it.
 
Old 09-12-2007, 09:36 PM   #12
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Quote:
Originally Posted by Gal
any idea when it will be out though?


It was out to Platinum subscription members on Monday.
 
Old 09-13-2007, 06:12 AM   #13
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Question

Quote:
Originally Posted by royterr
it doesn't look solid at all.
it's PURE marketing, they are introducing more and more new features with disucussable priority.what's the purpose of new features if already existing elements aren't working seamlessly and in harmony with maya's architecture and vice versa?

i hope this time that they work on the implementation in maya and test the software before they release it.


/*OT hat
2008 was more of a 'bring previous tools to modern age' coupled with several
strong features and serious performance improvements in certain areas, and all
these were requested a lot believe it or not. Still, there's a lot of room to improve
on the 'small houses'-'freelancers' side but I'm sure good things are on 'alias's' todo
list as unhappy guys actualy send requests to the devs.

I see you bitching (bitching != criticizing) maya/mentalray and maya quite a lot and
I'm wondering why don't you switch to other 3d software as most of them are
'much better than maya' to quote you.
*/

mentalray 3.6 is awesome!
(had to post something regarding ray hehe)

Last edited by cpan : 09-13-2007 at 06:15 AM.
 
Old 09-13-2007, 06:38 AM   #14
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Quote:
Originally Posted by cpan
/
I see you bitching (bitching != criticizing) maya/mentalray and maya quite a lot and
I'm wondering why don't you switch to other 3d software as most of them are
'much better than maya' to quote you.
*/

mentalray 3.6 is awesome!
(had to post something regarding ray hehe)


lol.. was wondering the samething.. i work with max too and i hate how mental ray is integrated inside max, not to mention max itself..lol
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Old 09-13-2007, 11:30 AM   #15
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Quote:
Originally Posted by slipknot66
lol.. was wondering the samething.. i work with max too and i hate how mental ray is integrated inside max, not to mention max itself..lol


and don't forget how Max users can kick off Max/MR render jobs on their backburner (or other farm software) using "unlimited" free nodes where Maya users are forced to buy seats of Maya just to run commandline MayaMR renders on their farm. It's utter crap which AutoAliasSkymatter refuses to even acknowledge as an issue for Maya users. Autodesk pansies.
 
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