The mental ray iray® renderer creates physically accurate renderings by tracing light paths. It requires little setup compared to other renderers.
The principal approach of the iray renderer is time-based: You can specify the length of time to render, the number of iterations to compute, or you can simply launch the rendering for an indefinite amount of time, and stop it when you are satisfied with the appearance of the result.
Early iterations of the iray renderer appear more grainy than the results from other renderers. The graininess becomes less apparent, the more passes you render. The iray renderer is especially good at rendering reflections, including glossy reflections; it is also good at rendering self-illuminating objects and shapes that cannot be rendered with as much precision in other renderers.
A scene rendered by the iray renderer, with the default time of 1 minute
The same scene after a longer rendering time
The same scene after an extended rendering time
A graphics card with a CUDA-enabled Graphics Processing Unit (GPU) will improve the performance of the iray renderer (CUDA stands for Compute Unified Device Architecture). However, the result is not the same as hardware viewport shading: The computation carried out by the iray renderer is physically correct, and the result of a hardware-assisted iray rendering is the same as the result when you render using the Central Processing Unit (CPU) only.
A rule of thumb for GPU usage is that one gigabyte (GB) of memory can store 5 to 10 million triangles (5–10M) of geometry. If textures (usually shared among face triangles) can also fit into GPU memory, that improves rendering performance as well.
The performance of a ray-tracing renderer such as the iray renderer is relatively independent of how complex the scene geometry is. The complexity of light paths is more important: A candle in a labyrinth, or light rays diverging from a narrow window, will take longer to yield a good-quality rendering than light shining through a broad skylight or picture windows. As with other renderers, performance is also proportional to the resolution of the rendered image. The complexity of materials in the scene also affects performance: The more textures, blending, and noise a material has, the longer it takes to calculate the results.
Materials and Maps Supported by the iray Renderer
The iray renderer supports only certain material, map, and shader types. In particular, it does not support programmable shaders in the way the mental ray renderer does. If your scene contains an unsupported material or map, the iray renderer renders it as gray, and reports an error in the Render Message Window.
In general, the iray renderer supports only material and map or shader features that relate to physically based light-ray tracing. For example, the Arch & Design material settings that concern Ambient Occlusion, Round Corners, or Final Gather are simply ignored by this renderer.
The iray renderer supports mainly the general-purpose mental ray materials:
The iray renderer supports these maps and shaders:
Additional Capabilities and Restrictions
The iray renderer has some additional capabilities and restrictions:
The iray Renderer and Self Illumination
The iray renderer is good at handling self-illuminating materials. In fact, you can render a scene with self-illuminating materials only, and no lights.
In an iray rendering, self-illuminating materials can cast shadows, hotspots, and ambient light.
Luminaire Objects, Self-Illumination, and the iray Renderer
In an interior scene (and many architectural exteriors), often you combine a 3ds Max light object with light-fixture geometry that models the lighting instrument itself. The Luminaire Helper Object is a good example of this. You assign a self-illuminating material to the bulb or lamp of the lighting instrument, or to the light-transmitting surface that covers the bulb.
With other renderers, the self-illuminating surface simply appears to glow, while the light object does the actual light casting. But because the iray renderer uses self-illumination as real illumination, a self-illuminating material generates lighting along with the light object: The effect is “double illumination”; the larger the self-illuminating area, the more noticeable the effect.
The reason for this effect is that light-tracing renderers such as the iray renderer don’t distinguish between types of rays: Light rays, reflection rays, and shadow rays are all treated in the same way.
The “mental ray iray” rollout contains the main controls for the iray renderer.
The Advanced Parameters rollout contains more specific controls for the iray renderer.