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NVIDIA Advanced Rendering Forum: Maya

Maya specific mental ray topics

  1. Cool Sticky Thread Sticky: Maya 2015 and mental ray GI GPU prototype

    Started by steve, July 7th, 2014 00:43
    12 Pages
    1 2 3 ... 12
    • Replies: 114
    • Views: 45,991
    February 13th, 2015, 01:07 Go to last post
  2. Exclamation Sticky Thread Sticky: Maya 2011, 2012, 2013, 2014 and mental ray iray

    Started by steve, May 28th, 2010 12:42
    3 Pages
    1 2 3
    • Replies: 23
    • Views: 70,338
    May 31st, 2014, 17:47 Go to last post
  3. Exclamation Sticky Thread Sticky: Maya 2011 and mental ray with MetaSL

    Started by steve, October 5th, 2010 20:44
    2 Pages
    1 2
    • Replies: 13
    • Views: 25,292
    January 18th, 2012, 12:27 Go to last post
  4. Cool Sticky Thread Sticky: Maya and mental ray texture caching

    Started by steve, March 16th, 2015 16:52
    2 Pages
    1 2
    maya, mental ray, texture cache, textures
    • Replies: 13
    • Views: 9,902
    April 21st, 2015, 17:44 Go to last post
  5. Sticky Thread Sticky: report problems to Autodesk?

    Started by subaqua, May 22nd, 2007 10:29
    • Replies: 8
    • Views: 12,038
    June 18th, 2015, 16:36 Go to last post
  6. Post Sticky Thread Sticky: mental ray for Maya Beta

    Started by bart, February 12th, 2016 02:40
    • Replies: 7
    • Views: 15,535
    October 25th, 2016, 16:10 Go to last post
  7. Cool Sticky Thread Sticky: Maya 2014 and mental ray AO on the GPU

    Started by steve, July 5th, 2013 20:03
    • Replies: 5
    • Views: 22,896
    August 25th, 2016, 03:54 Go to last post
  8. Sticky Thread Sticky: Launching NVIDIA mental ray for Maya

    Started by bart, December 7th, 2016 01:24
    • Replies: 4
    • Views: 4,243
    March 29th, 2017, 00:27 Go to last post
  9. Sticky Thread Sticky: Python scripts for mental ray advanced production

    Started by bart, August 3rd, 2011 01:08
    • Replies: 1
    • Views: 15,072
    August 3rd, 2011, 01:29 Go to last post
  10. Sticky Thread Sticky: mental ray for Maya 2016 download

    Started by bart, April 17th, 2015 20:37
    • Replies: 0
    • Views: 7,832
    April 17th, 2015, 20:37 Go to last post
  1. Proper Lighting and Sampling Workflow with Mila?

    Started by thebeals, September 10th, 2014 02:33
    10 Pages
    1 2 3 ... 10
    • Replies: 92
    • Views: 17,950
    November 12th, 2014, 09:24 Go to last post
  2. MILA beta download for Maya

    Started by lerrandro, May 21st, 2013 16:49
    7 Pages
    1 2 3 ... 7
    • Replies: 62
    • Views: 17,080
    June 23rd, 2014, 00:48 Go to last post
  3. gamma correct each color slot?

    Started by heavymetalfox, January 2nd, 2009 18:35
    6 Pages
    1 2 3 ... 6
    • Replies: 55
    • Views: 26,022
    November 12th, 2009, 23:51 Go to last post
  4. iRAY 2011

    Started by Remydrh, April 7th, 2010 09:01
    6 Pages
    1 2 3 ... 6
    • Replies: 51
    • Views: 37,945
    July 15th, 2010, 19:18 Go to last post
  5. 2011 + Lots of Assemblies = slow

    Started by Nothingness, February 27th, 2011 05:17
    6 Pages
    1 2 3 ... 6
    assembly, maya, mental ray
    • Replies: 51
    • Views: 18,168
    August 30th, 2011, 21:33 Go to last post
  6. Brushed Metal

    Started by FalconCrest, June 6th, 2015 02:14
    6 Pages
    1 2 3 ... 6
    • Replies: 51
    • Views: 8,105
    June 17th, 2015, 23:32 Go to last post
  7. mib_lookup_spherical

    Started by pledda, June 19th, 2006 12:46
    5 Pages
    1 2 3 ... 5
    • Replies: 48
    • Views: 14,426
    October 5th, 2013, 23:32 Go to last post
  8. BSDF Shaders in Maya 2012

    Started by JJJenkins, September 8th, 2011 22:46
    5 Pages
    1 2 3 ... 5
    • Replies: 48
    • Views: 16,551
    December 17th, 2011, 02:44 Go to last post
  9. Framebuffer gamma correction VS mia_exposure gamma correction

    Started by heavymetalfox, May 18th, 2009 05:16
    5 Pages
    1 2 3 ... 5
    • Replies: 44
    • Views: 28,940
    July 2nd, 2010, 02:52 Go to last post
  10. bump maps with mib_ptex_lookup in maya 2013

    Started by ronviers, April 30th, 2012 17:56
    5 Pages
    1 2 3 ... 5
    • Replies: 44
    • Views: 18,222
    January 2nd, 2014, 22:02 Go to last post
  11. Inverted Ray Traced occlusion ?

    Started by FalconCrest, May 26th, 2015 13:42
    5 Pages
    1 2 3 ... 5
    • Replies: 42
    • Views: 9,706
    May 20th, 2016, 01:16 Go to last post
  12. Maya 2015 new hair shader

    Started by Actinidia, May 22nd, 2014 22:54
    5 Pages
    1 2 3 ... 5
    • Replies: 41
    • Views: 15,673
    August 6th, 2015, 12:52 Go to last post
  13. mILA Displacements

    Started by FalconCrest, February 12th, 2015 02:20
    4 Pages
    1 2 3 ... 4
    • Replies: 39
    • Views: 8,289
    December 27th, 2015, 22:11 Go to last post
  14. Small Black Squares Appearing on Renders

    Started by jmitchell, December 22nd, 2005 16:48
    4 Pages
    1 2 3 ... 4
    • Replies: 38
    • Views: 36,027
    January 2nd, 2014, 20:12 Go to last post
  15. Importons in SP1

    Started by Remydrh, March 6th, 2008 22:57
    4 Pages
    1 2 3 ... 4
    • Replies: 37
    • Views: 11,207
    March 13th, 2008, 00:56 Go to last post
  16. Physical light vs Portal light.

    Started by wizlon, January 26th, 2009 18:24
    4 Pages
    1 2 3 ... 4
    • Replies: 35
    • Views: 29,581
    March 12th, 2010, 11:58 Go to last post
  17. Unified sampling - per object override

    Started by haggi, January 23rd, 2012 12:07
    4 Pages
    1 2 3 ... 4
    • Replies: 34
    • Views: 7,987
    February 9th, 2012, 22:30 Go to last post
  18. alembic

    Started by Robert K, April 20th, 2012 13:31
    4 Pages
    1 2 3 ... 4
    • Replies: 34
    • Views: 13,043
    February 26th, 2015, 17:41 Go to last post
  19. Progressive Rendering Practices

    Started by Remydrh, September 4th, 2010 02:33
    4 Pages
    1 2 3 ... 4
    • Replies: 31
    • Views: 9,796
    February 14th, 2011, 10:19 Go to last post
  20. Mia_material“use color at max distance” issue

    Started by heavymetalfox, June 9th, 2014 22:21
    4 Pages
    1 2 3 ... 4
    • Replies: 30
    • Views: 15,241
    July 29th, 2014, 02:30 Go to last post

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