First, the mia_material is one of many possibilities, when speaking of mr, while vray comes with a material. There are advantages and disadvantages to controlled limitation. So when one says mental ray, when one really means the mia_material, it is not quite accurate regarding mental ray's capabilities. That shader was developed not by the whole ARC team, but by an individual team member targeting a certain type of use in a particular DCC application.
Second please note this terminology for successful communication. My terms:
direct specular/glossy reflection -> highlight pass, aka specular pass
-- light directly from lights typically gathered in a light loop for more traditional types of shading
indirect specular/glossy reflection -> reflection pass
-- light coming from objects and environment (if env not implemented as a light), typically using ray traced reflection rays
visible area lights
-- can provide both direct and indirect options for material shading, since it can behave like a direct light, and can also be hit by a raytraced reflection ray
-- in mr, shader writers can choose how much of direct or indirect contributes to the specular/glossy reflection, therefore can use the MIS concept of the mix between direct and indirect specular/glossy reflection depending on glossiness and other conditions. Its up to how much the shader writer wants to do. In mia, there is a switch for example to use direct (highlights) only if you wish.
Light Importance Sampling
-- often used in IBL implementations at the shader level, because HDR use is much more effective with it
-- in mr ibl, it comes in user ibl shaders, or the builtin IBL, or also the env part of IP (deprecated now with the other ibl options)
-- in mr, general Light IS will be coming as an option applied automatically for area lights with sample variation
Multiple Importance Sampling (MIS)
- leverages both Light Importance Sampling and Material Importance Sampling (practically requiring a bsdf for the material)
- still susceptible to issues when both light and material importance are low, but the light energy is high, given a particular incoming/outgoing angle pair
- yes, it has overhead, but that overhead can be quite small relatively (you are all right)
Personally, I think marketers (and therefore users) of renderers speak fast and loose with the MIS label, when MIS concepts are used.
In mental ray, shader writers have flexibility to implement MIS techniques, but we are developing methods to make it easier for them, utilizing the abilities of the core for true MIS, and providing shader template examples, while continuing to provide mr's natural flexibility, the flexibility on which they rely. That flexibility is typically important for production users.
Barton Gawboy
Training and Special Projects, NVIDIA ARC
LAmrUG Forum Originator