Rendering Algorithms
- A new hierarchical grid acceleration algorithm was
introduced that allows much better control than the old static
grid accelerator in mental ray 2.1.
- Multipass rendering and merging is now supported. Render
passes are independent renders of portions of the same scene,
each generating a subsample-based layer file. Layer files can
be merged back when rendering the last pass, or all layers can
be merged as a separate process. Merging can be done in custom
merging functions. Multipass rendering was introduced in mental
ray 3.1.1, and was significantly enhanced (using an
incompatible syntax extension) in mental ray 3.1.2.
- The -nomaster command-line option and the
mi_job_set_slaves_only function call allow excluding the
master from all tasks that can be handled on slaves, such as
rendering and tessellating.
- The bsp shadow on option enables the new shadow
BSP tree, which holds all shadow objects. The main BSP tree
then only holds trace objects. This is useful if the scene
contains simplified shadow stand-in geometry and has very low
shadow ray coherence, for example if a light dome computed from
a chrome dome photograph is used.
- The new multipass
rendering facilities allow rendering a scene in passes, and
combining the results on a subpixel level.
- Objects may specify min and max sampling parameters that
constrain the sampling range in the options. For eye rays that
do not see any objects, the samples statement in the
options block allows an optional default constraint.
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