thanks Ryan.
BTW, i suppose that you can specify the time limit for each frame…?..so maybe you can make an animation render seting the time limit to 30 sec for each frame just for preview purposes…
thanks Ryan.
BTW, i suppose that you can specify the time limit for each frame…?..so maybe you can make an animation render seting the time limit to 30 sec for each frame just for preview purposes…
I’m still doing more tests but no good result.
all the images come out black. it has alpha though… so i know it render. I tried increasing hte spot light to 1000 and still nothing
the only thing that will make it render, if I make
Export State Shader ON not OFF
2 Qs:
1- can someone post a sample file (sphere) that they know it works fine on their side ?
2- Do you need to enable something else , maybe progressive rendering? I dont see anything else where you do these setups that rBrady talked about
"were min 0 max 512 "
thanks
Hi
Use this shader mrHiddenOptions.rar.zip for progressive and iray as well, or you can use what Dagon posted in his blog Using the new features of mental ray 3.8/
/Rachid
create a plane and a sphere, add mia_material_x on both, create the daylight system, remove the exposure_simple (which is not supported yet) and add the exposure_photographic with an exterior setup, add the iray strings, if it doesn’t render there is something wrong in your dlls
You can lower the settings for a preview render. I did 100 frames at 30 seconds a frame. I found it very helpful. I did not set the time limit for each frame. 105 seconds was about the average. It started out around 60 seconds without the car and ended up around 115 seconds with the car in full view.
With the quality settings it all seems to come down to noise. If you need something silky smooth with lots of refraction it can be a bit expensive to render. I find of all th artifacts from render, iray noise is the least problematic. It looks a bit like film grain to me. Except its monochromatic. It still has an organic look. I could see leaving it in for some shots.
I work with a guy that hates that look but I find it familiar coming from a photographic/video/film background. To me things look strange when they have zero grain. Some people may disagree, but I think a little looks fine, or even good. I thought surfs up had the best use of artificial noise/grain. If you didn’t like the grain in that movie you probably wont like the grain you get from short iray renders.
If the grain is to heavy you get these static patterns that look bad though. So you can’t go too crazy with the short renders and heavy noise.
Edit: I almost forgot, 1000 for lighting might be way too low. Depending how far away your light is it could need to be in the millions or even higher.
Thanks Ryan, i completely agree with you about the grain. It adds a good film aspect to the rendered animation, which i definetively like a lot.
please some one upload iray scene.
i don’t know why my scene have black render.
up load a iray simple sphere scene please.
I’ve added iRay and the known settings to the mentalrayUI.mel.
With this one you dont’t need to create the string options on your own.
Just copy (backup your old one) this file to your Maya location/scripts/others
Start Maya and have fun! (iRay is disabled at startup!)
They can’t and be fast: you can have a system as flexibe as a modern RenderMan implementation or you can have a system that is very constrained and insanely fast. The latter is tied to the former.
The old dilemma: speed, flexibility, quality. Pick any two. 
.mm
here is my simple file that worked on window 32
for whatever reason all my failed tests were on Linux 64 (might be bad dll?)
In general I agree with this statement, but here we have a bit of an exception. When I use my two GTX 260s I have access to 432 stream processors and 240gb per second of memory bandwidth. That huge amount of computing power negates the fact that iray is very slow. Its lack of flexibility is because its a new methodology that is not fully developed. I believe it will come with time.
it’s a matter of time… 
i was pretty impressed by the step forward in the actual version of iray, especially by the features they added in a few months (geometry lighting, ies, caustics, alpha, opacity, thin wall refraction, etc), there will be hybrid calculation soon (i though it will be included in bunkspeed shot), it’s in heavy development right now, once the 1.0 will be finished i’m pretty sure they’re planning to fulfill many of our wishes 
did anyone mange to get a good “realtime” behaviour out of it as the demo vido shows
http://www.mentalimages.com/index.php?id=634
I can use IPR to make the refersh work, its hte brush option I’m looking for
already posted in the news topic but… i think there will be a beta soon… 
HDR switch in Bunkspeed Shot
Depth of Field Demonstration with Google SketchUp Model
Working with Multiple Models
Rendering a Google SketchUp model
I tried too
Thanks to all who explained how to turn this thing on.
I think it has a grat potential. Was surprised that it works completly different than mental ray. No finalgather, GI, just turn on and it works. How fast render is is hard to say as it works in completly different way.
Maya crashes A LOT, so its not quite ready for primetime. Lets just hope they will work hard to integrate it well in maya.
Anyway, here is my quick test. All mia_material_x, one area light. I went for 2000 max samples, but 1000 was almost the same grain. One thing I noticed: we dont have to worry about gamma corecting textures anymore?
Rendertime 1h06m on two quadro 4800 cards.

OK, one more test.
Same scene as above, comparison between max samples and graininess:

max samples: 10, 6sec

max samples: 20, 9sec

max samples: 50, 18sec

max samples: 100, 34sec

max samples: 250, 1m22sec

max samples: 500, 2m41sec

max samples: 1000, 5m21sec

max samples: 2000, 10m42sec
now seriously, what are the iray strings for max? how to get this working? i got the dlls from standalone mray, but now what?