2014-03-19

3ds max 2015 new rendering features

So people have been wondering WHAT THE HECK I've been up to the last year, since I've been qute... silent....

The short story is... this:


The main work that was done was to turn mental ray into an ActiveShade renderer, i.e. that you can work with interactively. Also, for the already ActiveShade-capable renderer iRay, we improved the responsivness of a lot of the updates (no longer waits for mouse-up to apply changes).

Be aware that not every scene edit is supported in ActiveShade, but a lot more than what was supported before now works much more streamlined. In 2014, running iRay ActiveShade was a bit of a pain. Now, in 2015, running both mr and iRay ActiveShade should be a much more pleasant experience where you can actually get real lighting- and shading work done.

About the other features mentioned in the video - I will post more about those as time permits, but the short story is that we enabled iRay string options, and made iRay LPE's (Light Path Expressions) into render elements, which can be quite powerful!

More details later....

UPDATE: There is one minor ERROR in the above video, though. As a matter of fact iRay does not have a "Shadow" pass. iRay LPE's are about light, and shadows are the absence of light. Only oldschool "non-physical" renderers saw shadows as a "thing" that you can output separately. What you do in iRay is instead to separate different types of lights. You can get a similar amount of control (in a more physically correct way) by balancing lights. But there is no "shadow" element. As a matter of fact, anyone who took my mry201 mental ray FXPhd course know, that "Shadow" passes are evil, bad, and never actually work anyway (with the exception of shadow passes for the background for compositing, of course)

/Z

64 comments:

Unknown said...

>>The main work that was done was to turn mental ray into an ActiveShade renderer, i.e. that you can work with interactively.

Will be MR progressive rendering work with ActiveShade or ActiveShade only for Iray?

Master Zap said...

Yes, that's what I said... that's the new feature. ActiveShade with mental ray, and yes it's progressive rendering.

/Z

Unknown said...

do we get mentalray 3.12 and the mila shaders?

Smax said...
This comment has been removed by the author.
Smax said...

Would mental ray inside 3dsmax 2015 be able to use GPU GI string option? In another words, could it calculate final gather with GPU? Thnx.

Master Zap said...

It's 3.12. Yes you can turn on GPU GI. MILA is in there, but hidden by default. You can enable them tho.

/Z

Unknown said...

Will MR's ActiveShade mode support any volumetric effects, like volume Light/fog? If there a list of Volumetric plugins Mental Ray does support? Pyrocluster was supposed to work with MR, but the last time I tried, it gave the MR "unsupported" error message.

StΓ©phane Vanaubel said...

I cannot find how to enable GPU GI. MILA on the Web.

Perhaps you have a link please :) ?

Thx

Smax said...

Try to add "gpu gi" "on" inside string options and tell me what happens. You need CUDA for that to work.

Master Zap said...

All will be revealed in due course. Stay tuned.

/Z

Unknown said...

So, maya gets MILA materials and ptex support, while max gets progressive renderer (which was exposed with thorstens scrip for some time)... Nice...

Master Zap said...

The MILA shaders ship with it, so you can turn them on if advenurous.

And you get *interactive rendering*, which is quite different from just turning on progressive with a script.

Plus the script could only turn on progressive in "tiled mode", but this is true progressive, which is different.

Unknown said...

I see. Any chance we could get an "official" tutorial (done by you) how to get MILA to work, and how to effectively use those materials. There is some info on nvidias forum, but that was pre 3.12 and is probably dated (and was a chaotic mess to begin with).

Unknown said...

I see. Any chance we could get an "official" tutorial (done by you) how to get MILA to work, and how to effectively use those materials. There is some info on nvidias forum, but that was pre 3.12 and is probably dated (and was a chaotic mess to begin with).

Bogdee said...

Hello Master Zap, I loved your phdfx course, hope you will make another one in the future!
I wanted to ask if we can turn on the progressive mode for mental ray in production renders also (not tiled of course)?
I also saw at GTC that they mention GPU GI, but did not mention how to enable it exactly, why all the secrecy?

Unknown said...

Any word on pTex? I see some code about mrptex.mi in the ptex.mi file, but don't see much else.

Daniel said...

Hi ZAP! amazing work you are going with mental...

sorry to annoy you with this question but...

Will mental ray make use of the new embree method for raycasting with FG?

and... will mentalray have a progresive rendering method?

tank you very much!

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