Known Limitations
- Ambient Occlusion
- There is currently no scene selection mechanism supported to
exclude certain objects from native ambient occlusion computation.
Especially, the finalgather object and instance flags are not
respected. If this is desired final gathering may be used to
calculate just the ambient occlusion information, even if it takes
longer to finish due to calling of shaders.
- The native 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 3.8
- 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 used to estimate lighting distribution for direct
illumination and IBL only, to improve performance and quality. It
is not used similarly in any indirect illumination algorithm in
mental ray, 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.
If this is needed the regular hierarchical subdivision surfaces
should be used.
- 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 23,000 x 23,000 pixels.
- Irradiance Particles 3.7
- Irradiance Particles cannot be used in combination with
globillum photons. 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
and final gathering.
- iray Rendering Mode 3.8
- The iray rendering mode is functional but may be limited on
certain platforms. If the installed GPU hardware, graphics driver
software, or CUDA software is not capable of running iray then
mental ray will execute a CPU version of the algorithm instead,
which delivers identical results but typically requires much more
time to finish.
- Map Data 3.8
- There is currently no support for visualization of map files in
image tools, and there are no native tools available yet to
manipulate map files, for example to merge several maps into
one.
- Using map data in distributed network rendering is not fully
supported yet. Although material shaders are allowed to manipulate
a map at the same time it is used during rendering, this mode
currently requires special attention in custom shaders to
synchronize the map content properly. This is not necessary in more
common use cases of generating the map content prior to rendering,
like in a pre-process, a previous rendering, or by an external
application.
- MetaSL Support 3.8
- The current support for MetaSL features is not completed. Two
back-ends are currently supported for software rendering on all
platforms: the C/C++ back-end using an external compiler, and the
LLVM back-end not depending on external tools, and replacing the
previously offered .NET back-end running on Windows only. Most
MetaSL shaders should work in the current version, but certain
advanced effects may show problems until more MetaSL features are
fully functional.
- 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. The progressive rendering
performance may suffer noticeably in such cases.
- 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.
- Stereoscopic 3.8
- The only algorithms affected by stereoscopic rendering are the
"first hit" renderers: scanline, rasterizer and tracing eye rays.
Other view dependent algorithms like final gathering, importons, or
tessellation, operate as if a single camera was used, that is they
work from the "center eye". Similarly, shaders can not determine
which of the two eyes is being rendered. In particular,
state->camera
refers to the "center eye", not the
one actually being rendered.
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mental images GmbH