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Thread: mental ray 3.12 GI GPU prototype

  1. #21
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    Mar 2015
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    hi. i am using Maya 2015 SP5 on windows Enterprise. i can not open (source GI_GPU GI_GPU windows. no error on MEL script windows. how fix it. help me pls
    Initialized VP2.0 renderer {
    Version : 5.3.2.800. Feature Level 4.
    Adapter : NVIDIA GeForce GTX 750 Ti
    Vendor ID: 4318. Device ID : 4992
    Driver : nvoglv64.dll:9.18.13.4788.
    API : OpenGL V.2.
    Max texture size : 16384 * 16384.
    Max tex coords : 8
    Shader versions supported (Vertex: 4, Geometry: 4, Pixel 4).
    Shader compiler profile : (Best card profile)
    Active stereo support available : 0
    GPU Memory Limit : 2048 MB.
    CPU Memory Limit: 31071.1 MB.
    }
    mental ray for Maya 2015
    mental ray: version 3.12.1.18, Jul 30 2014, revision 224509

  2. #22
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    Apr 2014
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    hello. curious what happened to this. i have been playing around with it and gotten fantastic and unexpected results in less time, say 2m30s render compared to a 3m15s render.

    in the 2016 release, it looks like this has been replaced but with a CPU only version? in other words, you can no longer calculate on the GPU?

    thanks,

    ps also i don't have 2016 yet so i can't try.

  3. #23
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    You can change the version of GI you use by expsoing the controls under the Configuration Tab

    Click the top option box: Show Advanced Settings
    Under Preferences > GI there's a dropdown for GI Prototype Mode. Select GI GPU.

    GI Next is preferred as it will be accelerated using the GPU in future versions. GI Next also handles more light paths for rendering of specular interactions. In GI GPU this is still handled by Final Gather.
    "Don't argue with an idiot, they will drag you down to their level and beat you over the head with experience."

  4. #24
    Join Date
    Mar 2011
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    Is there limitation for trace depth? When I set depth above 4 it still uses 4. I can confirm it visually and with this message (GI depth):
    GPU 0.9 488 MB info : gpugi thread: 960x540 (0x0) GI:144 x AA:9 (1296/12) GI depth:4 AS:Trbvh/Bvh leaf:2 Spnt:Shader_map:306933 Epnt:Env_map:5000
    I'm using 3ds max 2015 sp3 and gtx 680 videocard.

  5. #25
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    I'm not aware of being able to do this in 3ds max 2016, but thanks.

    Quote Originally Posted by Remydrh View Post
    You can change the version of GI you use by expsoing the controls under the Configuration Tab

    Click the top option box: Show Advanced Settings
    Under Preferences > GI there's a dropdown for GI Prototype Mode. Select GI GPU.

    GI Next is preferred as it will be accelerated using the GPU in future versions. GI Next also handles more light paths for rendering of specular interactions. In GI GPU this is still handled by Final Gather.

  6. #26
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    That was how to do it Maya 2016. In 3ds max 2016 you would need to use string options. This thread is about GI GPU in general. Are you actually asking about how to turn on GI Next (which is only on CPU in the current version 3.13) in 3ds max? If so, we should probably start a separate thread in the app specific max subforum. Though, the string options are simple, eg., "gi" on, "gi rays" ...
    Barton Gawboy

  7. #27
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    Please note that with mental ray 3.14, our latest GI is now GPU accelerated and released in 3ds max 2017. No script needed. Just look in the Global Illumination tab of Render Setup.

    For mental ray For Maya, we are beta testing this on Maya 2016, Maya 2016 Ext. 2, and Maya 2017.

    This latest GI version, which we call GI Next, has a lot of improvements, and nice features over previous versions.
    Last edited by bart; September 29th, 2016 at 19:11.
    Barton Gawboy

  8. #28
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    Sep 2016
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    Thanks a lot !

  9. #29
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    We are closing this thread because it is out-of-date. To use GPU acceleration with mental ray, please try our mental ray 3.14 beta for Maya 2016,2016.5,2017, or 3ds max 2017.

    Our new GI Next algorithm is designed for both CPU and GPU usage. It is a brute-force, easier-to-use algorithm. It has been designed to take advantage of where machine resources are heading both CPU and GPU-wise.
    Barton Gawboy

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