mental ray Manual
Version 3.8
Version 3.8.0.1
August 17 2009
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Table of Contents
What's New
Introduction
Organization of the Manual
Functionality
Rendering
Architecture
Parallelism
Distributed Rendering
Progressive Rendering
3.8
Geometry Caching
Memory Management
Scene Database
Geometry
Polygon Surfaces
Tessellated Geometry
Free-Form Surfaces
Edge Merging
Special Points and Curves
Subdivision Surfaces
Hierarchical Subdivision Surfaces
Catmull-Clark Meshes
Curve Geometry
Hair Geometry
Space Curves
Point Data
Map Data
3.7
Atmospheres and Volumes
Materials
BRDF/BSDF
3.7
Texture Mapping
Texture Files
Memory-Mapped Textures
Texture Caching
Bump, Displacement, and Reflection Mapping
Texture Filtering
Pyramid Filtering
Elliptical Projection Filter Lookup
Dynamic Filtering with Ray Differentials
Direct Lighting
Light Sources
Area Light Sources
IES and Eulumdat Light Profiles
Shadow Maps
Image-Based Lighting
3.8
Light Mapping
Multipass Rendering
Sample Passes
User-Defined Shaders
MetaSL Shaders
3.8
Native Shaders
The Camera
Stereoscopic
3.8
Lens Effects
Depth of Field
Animation
Motion Blur
3.7
Sampling Algorithms
Rasterizer
OpenGL Acceleration
Color Calculations
Color Profiles
Spectral Rendering
Image Output
Frame Buffers
Output Shaders
Output Files
Pixel Coverage
Contours
Caustics
Light Sources
Objects
Material Shaders and Photon Shaders for Caustics
Physically Plausible Material Shaders
Shader Functions
Fine-Tuning Caustics
Volume Caustics
Global Illumination
Light Sources
Objects
Fine-Tuning Global Illumination
Global Illumination in Participating Media
Final Gathering
3.8
Ambient Occlusion
Importons
Irradiance Particles
3.7
iray Rendering Mode
3.8
Path Raytracing
Diagnostic Modes
Scene Description Language
Introduction
Shader Declarations
Parameter Types
Shader Apply Flags
Declaration Options
Shader Definitions
Shader Lists
Shader Graphs
Phenomena
Phenomenon Interface Parameters
Phenomenon Roots
Commands
Variables and the Registry
Shader Compilation and Linking
Conditionals
Scene Entities
Options
Cameras
Frame Buffers
Textures
Materials
Lights
Map Data
3.7
User Data
Light Profiles
Objects
Polygonal Geometry
Primitive Lists
Free-Form Surface Geometry
Space Curve Geometry
Hair Geometry
Subdivision Surface Geometry
Catmull-Clark Mesh Geometry
Approximations
Instances
Instance Groups
Assemblies
Contours
Where To Place Contours
Color and Width of Contours
Contour Output
Faster Contours
Pass Rendering
Scene Example
Using and Writing Shaders
Introduction
MetaSL Shaders
3.7
Native Shaders
Dynamic Linking of Shaders
Coordinate Systems
Shader Type Overview
State Variables
Frame
Image Samples
Rays
Intersection
Textures, Motion, Derivatives
User Fields
Options
State Variables by Shader Type
Shader Parameter Declarations
Parameter Assignments and mi_eval
Shader Versioning
Material Shaders
Texture Shaders
Volume Shaders
Volume Shaders Using Autovolume
Environment Shaders
Light Shaders
Shadow Shaders
Photon Shaders
Photon Emitter Shaders
Lens Shaders
BRDF Shaders
3.7
Built-in BRDFs
3.7
State Shaders
Output Shaders
Displacement Shaders
Geometry Shaders
Contours
Contour Computation
Contour Store Function
Contour Contrast Function
Contour Shaders
Contour Output Shaders
Lightmap Shaders
Render Pass Merge Shaders
Render Pass Preprocessing Shaders
Functions for Shaders
Database Functions
Rendering Functions
Sampling with mi_sample
Photon Functions
Direction Functions
Image Functions
Math Functions
Noise Functions
KD-Tree Functions
Shading Models
Color Profile Functions
Queries with mi_query
Auxiliary Functions
3.8
Pass Rendering Functions
Obsolete Auxiliary Functions
Contour Functions
Light Map Functions
Memory Allocation
Thread Parallelism and Locks
Messages and Errors
Callable Functions by Shader Type
Manipulating Spectra from Shaders
C++ Shader Interface Extensions
Shader Interface Class
String Options
Light Iterator
Frame Buffers
BSDF Evaluation
3.7
Map Data
3.7
Declaration
Content
Element
Iterator
Lookup
Subdivision Surface Mesh
3.7
mi_shader_if.h header file
Initialization and Cleanup
Persistent Shader Data Storage
Constant Data
Shader Instance Data
Thread-Local Storage
Automatic Source Generation with mkmishader
Shaders and Trace Functions
Example Scene with Custom Shader
Geometry Shaders
Introduction
Examples
Geometry Shader API
Symbol Tables
Cameras and Options
Lights, Materials, Textures
User Data
Light Profiles
Color Profiles
Instances and Instance Groups
Geometric Objects
Assemblies
Function Declarations
Function Definitions
Phenomenon Definitions
Verbatim C Sources
Scopes
Miscellaneous
Geometry Shader Data Structures
Instances
Groups
Cameras
Lights
Functions
User Data
Function Declarations
Boxes
Objects
Approximations
Polygon Lists
Polygon Indices
Polygon Vertices
Polygon Vectors
Surfaces: Face List
Surfaces: Surface List
Surfaces: Curve Segment List
Surfaces: Scalar Lists
Surfaces: Curve Point Lists
Surfaces: Basis Lists
Space Curves
Books and Pages
Materials
Rendering Options
Images
Strings
Tag Lists
Color Profiles
Light Profiles
Upgrading
Upgrading from mental ray 3.7 to 3.8
Upgrading from mental ray 3.6 to 3.7
Upgrading from mental ray 3.5 to 3.6
Upgrading from mental ray 3.4 to 3.5
Appendix
Command Line Interface
mental ray
Image Display: imf_disp
Image Copy: imf_copy
Image Information: imf_info
Image Comparison: imf_diff
Create Shader Skeletons: mkmishader
Convert Scenes to C: mitoapi
Finalgather Map Copy: fg_copy
Configuration
Environment Variables
Registry Variables
Known Limitations
Firewalls
Scene File Grammar
Bibliography
Index
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