Rendering Algorithms
- Introduced detail
shadowmaps that can multisample shadowmap pixels, and also
call shadow shaders on
shadow-casting geometry to obtain and store transparent
shadows.
- Shadowmaps can now specify a shadowmap bias to replace the
standard Woo trick, which
stores the halfway distance between the first two
shadow-casting objects, with a fixed distance. The bias can
also be set in the options. Although Woo shadowmaps are
generally superior, they are not compatible with shadowmap merging, which was also
added to mental ray 3.3 to support shadows cast from one
rendering pass on another. Note that mental ray 3.3 will read
shadowmap files created with older versions of mental ray, but
older versions cannot read the new 3.3 format.
- Shadowmaps also support extra fields supplied by a camera
attached to the light source.
- Uncompressed HDR (High Dynamic Range) images are now
supported in addition to compressed HDR images.
- Performance improvements: Light emitter shaders now work
several times faster. Raytracing motion-blurred hair geometry,
and hair rendering in general, is also several times faster.
Significantly improved final gathering performance for surfaces
with very strong bump
mapping; for extreme bump mapping, performance can increase
by a factor of 10. Scenes with very large numbers of instances
are rendered much faster with far reduced memory overhead.
Frame buffers now take about half as much space.
- Large finely displaced objects of which only a very small
part is in the viewing frustum, and the bulk of the object to
the side or behind the camera, are now handled much more
efficiently. Much less subdivision effort is expended on
invisible portions of such objects.
- For hyperthreaded Intel CPUs and Linux, the
-threads command-line option now includes
hyperthreaded pseudo CPUs. These pseudo-CPUs will not consume
licenses.
- Autovolume mode no longer requires ray tracing.
- Multihosted rendering could get wedged in mental ray 3.2
under certain circumstances. mental ray 3.3 has a new
networking algorithm that is completely stable, and also much
faster, permitting more slave hosts to contribute
efficiently.
- The multipass rendering
file format was changed. Old files can be imported, but older
versions of mental ray cannot read the new format.
- mental ray is now much more frugal with stack allocations.
The default stack size was reduced from 4 MB to 512 KB. This
reduces memory requirements and the risk of being unable to
start another thread. If 512 KB is insufficient, it can be
overridden with the MI_STACKSIZE environment variable.
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mental images GmbH