Increase surface rendering speed in mental ray for
Maya
Do
any of the following:
Use
single-sided instead of double-sided surfaces (which is the default)
on the object’s Attribute Editor. The biggest
speed gain is for the Maya hardware renderer.
Tessellating
large surfaces requires a lot of memory, so use several small surfaces
instead of one large surface when you can. The renderer is more efficient
with smaller surfaces.
For
Maya software rendering and Maya hardware rendering, use bump mapping
instead of displacement mapping.
For
Maya software rendering, make bump maps flatter. To do this, reduce the
value of the Alpha Gain attribute, which
smooths the bump map and reduces the number of samples of adaptive
shading. This technique only works when Edge Anti-aliasing is
set to Highest Quality. The texture
bump looks flatter when the Alpha Gain is
lower.
For
Maya software rendering, turn on Use Displacement Bounding
Box when using displacement maps.
For
Maya software rendering, use layered textures when possible, instead of
a Layered Shader. (See
Layered shaders and
2D and 3D textures in
the Shading guide for details.)
For Maya software rendering and mental ray for
Maya, if you are raytracing the scene, set the Reflection
Limit and Refraction Limit to the lowest values
that produce acceptable results.
For
Maya software rendering, in the
Render Settings: Maya Software tab on
Linux, Use File Cache avoids re-tessellation
of the same surface during rendering. Turn on Use
File Cache to store geometric data in a separate file in
a location that you specify (the default location is /usr/tmp, but you can set a new location
by typing setenv TMPDIR xxx,
where xxx is the name of the directory
where this file is output).