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Resources Sections

General

Install/Setup

Options Settings

Performance Optimizations

mi Scene File

Indirect Illumination

Subsurface Scattering

Shiny Stuff

mrfm (Maya)

Shader Writing

Hair and Geometry Shaders

Resources

 

A place for useful mental ray® information. For your feedback or questions, at the bottom of each html resource page, we have a cross link to a topic in the forum.

General
FAQ/Downloads

 
mental images® has a mental ray FAQ page. You may see certain items listed here "graduate" to that FAQ over time.mental ray FAQ
Download mi scenes from the Handbook volumes 1 & 2Book mi scenes
Updated Dec. 2006 Download shader source code for the mental images base (mib_*), physics (dgs, etc.), and contour libraries. (Normally, you can find them with your 3D application distribution, but sometimes they are left out. So, get them here.)Shader sources

Install/setup

Dave Levy from The Mill sent us his notes on how to setup mental ray standalone for rendering Maya files. It's definitely useful for those of you going between operating systems, and rendering to mental ray standalone across vendors.

Maya to mr standalone tips

Bart has a recap of Vol.1 Filename Rewriting, and how to setup MI_RAY_SUBSTITUTE when creating mi files from 3D apps on Windows PCs to be rendered on Linux based standalone mr procs.

Cross platform substitute tips

Rayhosts and mental ray servers. Also, in part from Vol.1 Filename Rewriting, Bart talks about setting up .rayhosts and .rayrc to use servers. Adding notes on using them from Maya.

Rayhost server tips

After a fresh installation, does mental ray standalone hang? Here's how to track down the problem

ray hang tips

Connecting to streaming output tiles, using the stub image. Did you know that the 128-byte stub written out in place of your image at the beginning of a render has lots of useful information? Thomas suggested we put this doc in our resources, since people were having a hard time tracking it down.

Stub tips

Options Settings

Guidelines for setting your option values for production.

Charlotte Manning's options notes

Charo's options


Jim Rothrock has submitted his default options settings

Jim's defaults

Diagrams with tips to help you visualize the numbers you choose for the samples option. This is also helpful for those working with user framebuffers, and multipass rendering, which deals with samples based operation. The first of a series of three related tips pages.

Samples tips

The second in the series, a similarly strucured tips page with diagrams to help you visualize how to use motion blur effectively.

Motion tips

The third in the series demystifies the rasterizer, the new name for the Rapid Motion scanline algorithm.

Rasterizer tips

Performance Optimization

Diagnostics/Statistics Using mental ray's diagnostics and reported statistics, you can learn a lot about how to tailor rendering for your project. Check out Charlotte Manning's diagnostics, statistics and other performance-related notesDiags/stats

Work in Progress Memory Usage Understanding memory and the scene cache

Memory Tips

Placeholders Using placeholders to create demand-loaded objects

Placeholder Tips

mi Scene File Overview

Want a gentle introduction to the mi scene file? Try another one of Charlotte's notes on the subject.

mi syntax overview - anatomy of an mi scene file

mi scene file

Indirect Illumination Techniques
Final Gathering / Ambient Occlusion
Global Illumination / Caustics

Work in progress. Indirect Illumination is the starting point for understanding FG, GI, AO, etc. This is the first in a series which will include the long-awaited tips for each of these techniques.

Indirect Tips

Coming soon!Finalgathering Explanation of the Final Gathering indirect illumination technique.

FG Tips

Coming soon!Global Illumination Explanation of the photon tracing technique

GI Tips

Coming soon!Caustics Explanation of this special category of photon tracing and how to use it with FG

Caustic Tips

On a discussion on the mentalray mailing list, Jim Rothrock summarized an excellent methodology for addressing flicker in combination with Final Gathering and Global Illumination. The key if you mix the two is to tune each separately. Also, since this was during version 3.3, the FG accuracy parameters can be cut in half.

FG/GI flicker

LAmrUG Final Gathering/Ambient Occlusion, Part 1 from March 2005

FG/AO Part 1

LAmrUG Final Gathering/Ambient Occlusion, Part 2 from April 2005

FG/AO Part 2

LAXSIUG Final Gathering, from June 2005

Final Gathering LAXSIUG

Paolo Berto's Occlusion Tutorial, distributed with mental ray

Occlusion Tutorial

Subsurface Scattering

Overview on subsurface scattering for version 3.3 and up

SSS overview

Physically based subsurface scattering tips

Physical tips

Subsurface scattering tutorial using the physical shaders. Tutorials (3.1M pdf) and supporting files (8.8M zip) prepared by Paolo Berto of mental images. Includes both the dragon and the milk tutorial.

Phys. tutorial
Phys. files

Non-physical (skin) subsurface scattering tips

Skin tips

Subsurface scattering tutorial using the non-physical skin shaders. Tutorial (1.5M pdf) and supporting files (3.7M zip) prepared by the author of the shaders, 'Zap' Andersson of mental images.

Skin tutorial
Skin files

Shiny Stuff
Glossy, Paint and Other Candy!

New! Car paint shaders Trick out your autos with the new paint shaders

Paint shaders

mental ray for Maya

 

How to make user framebuffers to enable renders with multiple layers. Requires some shader writing.

Maya FB tips

Maya 6 binary scene file (<900K .mb) to go along with the skin tutorial files. It demonstrates what you should get as a result of following the tutorial. Requires relinking all the textures supplied with the SSS skin files (3.7M).

globulous after

Shader Writing

Jan Walter from The Mill, Digital Domain, and now mental images, sent us a link to a course he's preparing on shader writing. It's a good reference for comparing terminology across renderers. He tells me the second part of the course will concentrate much more on mental ray, once the students get through the overview.

Shader Writing Course Notes
html
pdf

Hair and Geometry Shaders

Adding transparency to hair using mib_illum_hair

Hair transparency

Here's an important note if you want to use the hair primitive from a geometry shader with a placeholder callback.

Hair placeholder

More details and code listings for geofeather.

Geofeather

Namespace and geometry shaders

Namespace Tips


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