Category: mental ray > Environment
Related Softimage shader: Environment Blur (mia)
The Environment Blur shader works by accepting some other environment shader as input, which would usually be a shader that performs an environment lookup in an HDRI environment map. This shader is intended to increase quality and performance of rendered objects that are largely reflecting the mental ray environment (that is, objects that do not primarily reflect other objects).
The Environment Blur shader is particularly useful in product visualization renderings that are surrounded by an HDRI environment map for reflections, and also for visual effects work where you want to integrate CG objects in a real world scene using HDRI reflections with smooth yet fast lookup.
The Environment Blur shader is not as useful for interior architectural renderings, since in those (enclosed) scenes, most reflection rays are bound to hit other objects and the purpose of this shader is to help reflection rays that do not hit other objects. Therefore, you will get the largest benefit in an "open" scene.
When the rendering starts, the Environment Blur shader performs a one-time setup and rasterizes the result of the environment shader into a special internal mipmap format. Then, as rendering proceeds, the shader can perform an extremely efficient blurring operation in the environment map in a way that provides a "look" very similar to shooting an extremely large number of glossy reflection rays, yielding a perfectly smooth result very quickly.
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