When rendering using mental ray for Maya, you can select the Unified Sampling mode under the Sampling Mode attribute of the Quality tab of the Render Settings window.
With legacy sampling methods, you must adjust many different attributes to control your sampling, for example, Motion Blur Time Samples, shader samples, light samples, shadow samples, and Volume Samples. With Unified Sampling, however, you primarily only have to adjust the Quality slider. You can still make adjustments to shaders and lights when necessary, or increase the Max Samples if you see artifacts even after the maximum number of samples have been reached.
If you are loading a legacy scene (Maya 2013 and below), and you want to render with Unified Sampling, you should lower the local sampling settings on shaders and lights to their default values to avoid very long render times. Specifically, adjust the following:
The rendering time may be slightly longer than that of the legacy sampling methods, but the render result is much improved.
For more information regarding the Unified Sampling mode options, see Quality tab.
If you select the Unified Sampling mode, you can also enable progressive rendering for use with IPR rendering.
Progressive rendering begins with a lower sampling rate and then progressively refines the number of samples towards the final result. Follow these steps to enable the unified sampling progressive mode.
You can generate a diagnostic framebuffer in the form of a diagnostic.exr file that includes the following channels:
To generate the diagnostic framebuffer
To view the diagnostic framebuffer
Alternatively, the diagnostic.exr file is also located in the renderData\mentalray folder of your project directory.
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