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  1. I avoid sample lock because it makes the render...

    I avoid sample lock because it makes the render seem as if it were captured through a dirty window
  2. Any renderer which implements multiple importance...

    Any renderer which implements multiple importance sampling should obey helmholtz reciprocity. It's not new, but for historical reasons mental ray has been slow on the uptake. With aim at improving...
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    Someone would have to write a nuke plug-in that...

    Someone would have to write a nuke plug-in that uses to mental ray's tile protocol (Realtime Image Display)
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    It appears to be a limitation in Maya...

    It appears to be a limitation in Maya integration. The mia_envblur shader will accept any environment shader as input, including the "maya_iblenv" shader (mentalrayIblShape). I am able to...
  5. 1st world rendering problems probably...

    1st world rendering problems

    probably hyperthreading related
  6. Please post your render settings. Are you using...

    Please post your render settings. Are you using Photons (i.e. Global Illumination)?
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    thank you!

    thank you!
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    Can you share the hair file please? For science :D

    Can you share the hair file please? For science :D
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    Because of it's ridgid sampling grid, legacy...

    Because of it's ridgid sampling grid, legacy sampling mode does better with fewer global samples and higher local samples (e.g. reflection rays). You will find that the legacy sampling mode will out...
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    Use two meshes

    Use two meshes
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    http://forum.nvidia-arc.com/showthread.php?12837-M...

    http://forum.nvidia-arc.com/showthread.php?12837-MentalRay-3-12-Maya-2015&p=48495#post48495
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    Was mental ray designed to be a "physically...

    Was mental ray designed to be a "physically accurate" renderer?

    Not necessarily. Mental ray was designed to be a flexible raytracing framework. As such, most of the physically based control is...
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    Definitly get better results with 3.12, but not...

    Definitly get better results with 3.12, but not quite as clean as user_ibl_rect. Perhaps this can be improved? Also, Global LIS might scale better than user_ibl_rect, it might be usefult to test a...
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    You bet Node IDs are a Maya concept. Maya...

    You bet

    Node IDs are a Maya concept. Maya uses them to differentiate different node type when reading and writing Maya Binary (.mb) files. Maya ascii files write the actual type name.

    The...
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    I've attached a "fixed" phenomenon. Notes: ...

    I've attached a "fixed" phenomenon.

    Notes:

    "mentalrayPhenomenon1" is not a very discriptive name
    You should give the shader a unique Maya node id. You can do this with the special syntax:...
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    can you upload your scene?

    can you upload your scene?
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    Thanks Bart, we will look into splitting our hair...

    Thanks Bart, we will look into splitting our hair geometry into multiple smaller objects.

    What hair solutions exist that export directly to .mi and not via geometry shader?
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    For stanalone users, the "zips" feature was added...

    For stanalone users, the "zips" feature was added to the 3.10.3 branch. I believe "zips" should be availible for all 3.11 distributions... although it may not be directly integrated into all...
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    Hi Haggi, thanks for that information. Which...

    Hi Haggi, thanks for that information. Which version of mental ray did you use?

    In the last point, are you referring what shows up in the log as the construction of the hair bvh, e.g.
    progr:...
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    I thought this was common knowledge. MetaSL...

    I thought this was common knowledge.

    MetaSL (and other projects) fizzled out when Nvidia took over the reins. While unforutante, it did increase the development team for both mental ray and iray.
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    The glass table is worse, among other things.

    The glass table is worse, among other things.
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    Good new for you! Changes in version...

    Good new for you!



    Changes in version 3.11.2.2.
    Feature improvements:

    For builtin environment lights, added "environment lighting caustic photons" and "environment lighting globillum...
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    Excellent reply. I particularly like this...

    Excellent reply. I particularly like this suggestion...



    ...and this one...
  24. Is this Maya? I think the problem is that you...

    Is this Maya? I think the problem is that you changed scene units. Never change scene units.
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    Dagon, As stated above, the technology preview...

    Dagon,

    As stated above, the technology preview is not "FG force accelerated by the GPU", at least not implementation wise.

    You're absolutely correct about the difficiencies of the mental ray's...
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