The blog is dead - long live the blog!!
Since "mental ray tips" is not a very useful name for a blog when there is no such thing as "mental ray" any more, I decided to park this blog and I've started a brand new one.
It's called Zaps Rendering Tips and you find it over at
That's also where you learn what the heck "Uncle Bobs Shader Emporium" is.
Enjoy :)
/Z
zap's repository of mental ray tips and tricks, frequent questions and their answers, and some smoke and mirror mental ray trickery you may not find elsewhere...
Showing posts with label 3ds max. Show all posts
Showing posts with label 3ds max. Show all posts
2018-03-23
OSL (Open Shading Language) in 3ds Max 2019
Hello my friends.
It's been a long time since I posted to this blog. As you know, I do not work with mental ray at all any more. My work is in the 3ds Max rendering team. And I try my hardest to build features in 3ds Max that are independent of what renderer you are using.
The latest of these features is OSL - the Open Shading Language
I won't ramble here, but let me ramble on this video on the topic:
I hope you guys enjoy this, even though there is nothing "mental ray" abotu it. As always, I dream of renderer independent things, and amazing, physically based rendering. This project has been my little "pet" thing for the last six months. Please enjoy....
/Z
Labels:
3ds max,
3ds max 2019,
Open Shading Language,
OSL
2015-03-13
Out with the Old Blog, in with the New Blog
As you all probably have noticed, stuff on this blog has... kinda died down. This is because I do not work as directly with mental ray per se anymore. I do, however, work a lot in rendering. But it feels a bit strange to post stuff not about mental ray on a blog called "mental ray tips", don't you think?
Anyway, today, we started the Brand New Blog, called The Rendering Alliance, which is the blog of the 3ds max Rendering team.
The first post is an introduction to our mad team
Await a lot more posting by yours truly (and the rest of the guys and gals) on this new blog. I can kinda sorta almost promise something kinda sorta fun. Ish. Stay tuned..... :)
/Z
Anyway, today, we started the Brand New Blog, called The Rendering Alliance, which is the blog of the 3ds max Rendering team.
The first post is an introduction to our mad team
Await a lot more posting by yours truly (and the rest of the guys and gals) on this new blog. I can kinda sorta almost promise something kinda sorta fun. Ish. Stay tuned..... :)
/Z
2013-05-08
Get the Balance Right: mental ray thread priority in 3ds max 2014
Hello World!
As promised (but later than I promised), some news about the new 3ds Max 2014 release that may not be immediately obvious.
One thing we changed in 3ds max 2014 was the thread priority of the mental ray render threads - they now default to "Below Normal", and when rendering in the background (i.e. via Backburner), one notch lower than that.
Most people praise this, and say things like "Woohoo, I can finally read my email while rendering" or "When we use the sales departmens machines as render slaves, they don't even know we are doing it any more, mouhahaha, hahaha, ha ha ha haaaaaaaaaaaaaa"
However, once or twice someone says things like "Hey, my 3d screen saver on my render slave took all the CPU and now my render is still at 1% a week later, you suck!!"
So the question is - can this behaviour be changed?
YES IT CAN.
In your 3ds max directorys subdirectory "plugcfg_ln" you will find a file called "mentalray_cpu.ini", which is fairly self-explanatory, but reads something akin to this:
For thread priority we use the same parametrs as Windows does, where 0 is "same/Normal", -1 is "Below normal" and -2 is "Low". I advice you not to try a positive value, or you may not actually be able to move your mouse until the render completes....
For thread count, I made it such that if the value is zero, it does what it always did in the past - use all the cores.
However, if the value is positive, it will launch that number of threads - completely ignorind the number of cores on your machine. You can set it to 4 on an 8-core or 8 on a 4-core, doesn't matter, it's up to you - there may in some cases even be a benifit in using more threads than actual cores, but your mileage may vary.
Finally, if you set a negative value, it will take that many threads less than the available number of cores. This is really intended for the use case of using the accounting departments machines stealthily as render slaves.... leave them some CPU to do their spreadsheets on!
I hope this helps keeping your priorities straight!
/Z
As promised (but later than I promised), some news about the new 3ds Max 2014 release that may not be immediately obvious.
One thing we changed in 3ds max 2014 was the thread priority of the mental ray render threads - they now default to "Below Normal", and when rendering in the background (i.e. via Backburner), one notch lower than that.
Most people praise this, and say things like "Woohoo, I can finally read my email while rendering" or "When we use the sales departmens machines as render slaves, they don't even know we are doing it any more, mouhahaha, hahaha, ha ha ha haaaaaaaaaaaaaa"
However, once or twice someone says things like "Hey, my 3d screen saver on my render slave took all the CPU and now my render is still at 1% a week later, you suck!!"
So the question is - can this behaviour be changed?
YES IT CAN.
In your 3ds max directorys subdirectory "plugcfg_ln" you will find a file called "mentalray_cpu.ini", which is fairly self-explanatory, but reads something akin to this:
;As you can see, we can set both thread count and thread priority by fiddling with this file. [Note: this file is read at Startup, so any changing of it needs you to restart your Max!]
; - mentalray_cpu.ini
;
; Sets thread priority and thread count for mental ray renderer.
; Meaning of Thread Priority numbers are
; 0 == Normal
; -1 == Below Normal
; -2 == Lowest
; Meaning of Thread Count numbers are
; 0 == Use as many threads as there are cores
; N == Use N threads
; -N == Use as many threads as there are cores, minus N
;
[Threads]
;
; Settings for normal / interactive renders in the UI
;
; Thread priority (defaults to -1 = "Below Normal")
RenderThreadPriority=-1
; Thread count (defaults to 0 = use all cores)
RenderThreadCount=0
;
; Settings for backburner / network renders
;
; Thread priority (defaults to -2 = "Lowest")
BgRenderThreadPriority=-2
; Thread count (defaults to 0 = use all cores)
BgRenderThreadCount=0
For thread priority we use the same parametrs as Windows does, where 0 is "same/Normal", -1 is "Below normal" and -2 is "Low". I advice you not to try a positive value, or you may not actually be able to move your mouse until the render completes....
For thread count, I made it such that if the value is zero, it does what it always did in the past - use all the cores.
However, if the value is positive, it will launch that number of threads - completely ignorind the number of cores on your machine. You can set it to 4 on an 8-core or 8 on a 4-core, doesn't matter, it's up to you - there may in some cases even be a benifit in using more threads than actual cores, but your mileage may vary.
Finally, if you set a negative value, it will take that many threads less than the available number of cores. This is really intended for the use case of using the accounting departments machines stealthily as render slaves.... leave them some CPU to do their spreadsheets on!
I hope this helps keeping your priorities straight!
/Z
Labels:
3ds max,
3ds max 2014,
background rendering,
mental ray,
thread priority
2013-03-27
Launching the 2014 product line...
In case you missed it, tonight is a "launch event" for the 2014 products from Autodesk Media and Entertainment, which includes some work I've done. I will be blogging more in detail later about what we added.
Here is the launch site:
You can also find the list of new features for 3ds Max. This is a very simplified list, though, and misses a LOT of stuff, like:
- Unified Sampling
- Image Based Lighting
- iRay 3.1
- Automatic Gamma Correction
- And more...
It also skips a lot of the "Small Annoying Things" we've fixed in the last year (where in our team alone nearly a 100 'tiny little things' and bugs and whatnot have been slain. Like for example:
- "Zoom about Mouse" is now the default - and works!
- mental ray thread priority no longer hangs your computer!
- New exception handling causes error handling to be much more robust
- Bugfixes. Bugfixes! BUGFIXES!!
- Etc. etc. etc.
Did we get to all I'd wanted to fix? For sure not. Max is a big product, and things like killing every bug related to gamma correction... well... that takes time :)
I'll blog on these things as we move forward. For now, have a fun Easter and enjoy the new release.
/Z
2013-03-18
So, Zap, what have you been up to lately?
Here's one answer to that question:
Enjoy.
Yes, this blog will see more activity soon.....
/Z
Enjoy.
Yes, this blog will see more activity soon.....
/Z
Labels:
3ds max,
image based lighting,
mental ray,
unified sampling,
workflow
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