Known Limitations
- Ambient Occlusion
- There is currently no scene selection mechanism supported to exclude
certain objects from ambient occlusion computation. Especially, the
finalgather object and instance flags are not respected by ambient occlusion.
- The ambient occlusion cache can not be stored in files on disks.
- Assemblies
- Assemblies may not update after incremental changes of their scene
representation.
- BRDF/BSDF 3.7
- There is currently no support for measured BRDF data as input to a mental
ray BRDF. The BRDF/BSDF which is attached to a material is currently not used
to estimate lighting distribution in any illumination algorithm in mental ray
to improve performance, but instead it is point-sampled like regular material
'black-box' shaders.
- Catmull-Clark Meshes
- The current implementation does not support automatic splitting of large
input faces.
- The current implementation does not support variable creases.
- Frame Buffer Files
- For cached frame buffers, the temporary disk files are saved in 'tiled'
.map
format which is limited to a file size of 2GB. Therefore,
a single frame buffer may not exceed this 2GB size limit. For example, the
resolution of a square 8-bit RGBA frame buffer is limited to about
23,000x23,000 pixels.
- Irradiance Particles 3.7
-
Irradiance Particles cannot be used in combination with globillum photons and
final gathering. mental ray will automatically adjust the rendering options on
attempts to enable incompatible features, to allow existing scenes to be
rendered with the new algorithm easily. However, Irradiance Particles are
compatible with caustic photons.
- MetaSL Support 3.7
- The current support for MetaSL features via CIL back-end using .NET is
incomplete. However, it may be used for demonstrational and experimental
purposes. Typical shaders should work in the current version, but certain
advanced effects may pose problems and specialized operators like swizzles
are not yet fully supported.
- The (temporary) DLL files generated by CIL backend uses the
__stdcall
linkage convention. Current version of mental ray does
not support this convention for regular shader libraries. An attempt to load
such a shader library in a different mental ray process would cause a crash.
- Progressive Rendering 3.7
- In this rendering mode just the main color framebuffer is computed.
Although the traditional shading model is supported certain advanced features
implemented in shaders may not work. Especially shaders which perform
oversampling are generally not well suited for this rendering mode because
sampling cannot be controlled and optimized by mental ray.
- Rasterizer
- The order of compositing of the samples from transparent objects is
undetermined, like not using a depth-sorted ordering for example.
- Visible area lights are not rendered by the rasterizer.
- MetaSL Support
- This feature is under development. Both the software and hardware
rendering support for MetaSL shaders is limited. However, the automatic
compilation of MetaSL source code and linking of generated binaries into
mental ray is supported if capable C++ compiler and linker tools are
available on the target system. Missing rendering features include
advanced ray tracing effects like volume rendering, global illumination,
and BRDF support.
- Map Data 3.7
- Map data are currently not considered for automatic splitting, memory
flushing, and on-demand loading. Large point sets should be separated into
smaller blocks in the scene description, and given to shaders as an array of
maps. Material shaders are currently not able to edit a map during rendering
but limited to read-only access to an existing map in the scene database, which
has been generated by an application or a geometry shader before rendering
starts. There are currently no support for map files in image tools, and no
tools are available yet to manipulate map files, for example to merge
several maps into one.
Copyright © 1986-2009 by
mental images GmbH