Scene Description Language
- Multiple motion vectors are now possible, and may require
changes to shaders that evaluate motion vectors. (Normally
mental ray handles motion vectors internally but post-motion
output shaders might exist that access them directly.)
- A polygon vertex or free-form surface control point may
have up to 15 motion vectors
instead of only one. Multiple motion vectors define a path to
allow curved motion blur. For
motion transformations, a
new motion steps option specifies the number of curve
points to generate.
- Shutter statements may optionally define two values, a new
shutter delay value defines
the shutter open time in addition to the standard shutter close
time.
- Two new types of area light
source was introduced: one that uses any geometric object
to define the shape of the light; and a user type that lets the
light shader pick points on the light surface, and control
integration in the material shader with .
- A new hair geometry
primitive was introduced that can efficiently render large
numbers of hairs. Hairs are assumed to be small in screen
space, in the range of one pixel wide or less.
- The new fine
approximation mode allows efficient tessellation of
freeform surfaces and displacement to microtriangles, which
allows extremely detailed displacement without the previous
high memory demands. This works with all rendering modes,
including shadows and self-shadowing, motion blurring, ray tracing, global illumination,
etc. See page fineapprox
for details.
- The new sharp
approximation feature controls the sharpness of
tessellations, by controlling the facet normals.
- New command-line options: -approx,
-approx_displace, -bsp_shadow,
-diagnostic finalgather, -grid_depth,
-grid_resolution, -grid_size,
-nomaster, -motion_steps, -samples
with four arguments.
- New options block statements: bsp shadow,
diagnostic finalgather, grid depth, grid
resolution, grid size, motion steps,
pass, samples with four arguments,
shutter with delay argument, traversal. Image
type "rgbe" in camera output statements, pass
chain in the camera, lightprofile shader parameter
type, apply photonvol in declarations, light profile
blocks lightprofile... end lightprofile,
fine and sharp attributes in approximations,
and the writable attribute for texture statements.
mental ray can use writable textures directly for rendering;
mental ray 3.0 required a separate non-writable texture
statement referencing the same file name.
- New image data types for RGBE (8-bit high dynamic range
color data), and floating-point alpha and intensity channels
including no-elliptic pyramid filtering for one-channel images.
New image file formats IFF (Alias Maya), Radiance HDR, and HT
(simple uncompressed HDR image).
- Inheritance functions are deprecated (but still supported),
and replaced with the more powerful traversal functions that
have full control over all forms of inheritance, including
flags and materials.
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mental images GmbH