We are pretty much doing the same here - we did Zam in MR and it did get there and looked good for what it needed to be - but I have a few more grey hairs because of it - Khumba has been such a pleasure to light and render in Arnold and it just looks so much better so much easier!
Sorry - not meaning to add to any software wars - but it is difficult to keep in the amazement we get at seeing our renders now! S. Sandy Sutherland<mailto:sandy.sutherl...@triggerfish.co.za> | Technical Supervisor [http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] <http://triggerfish.co.za/en> [http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] <http://www.facebook.com/triggerfishanimation> [https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png] <http://www.twitter.com/triggerfishza> ________________________________ From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Votch [megavo...@gmail.com] Sent: 08 November 2012 07:28 To: softimage Subject: Re: Mental Ray Features, Integration & Autodesk's failure I'm rendering scenes in sitoa with >20trillion triangles (instanced), 2 diffuse bounces, 2 glossy bounces, refraction (yes I said it), thousands of textures, Motion Blur, and very complex lighting at 4K in under 6 hours per frame. Render nodes are not exotic 24HT cores and 32GB ram. No baking, no pre-processing. That's a 4k render in 6 hours. HD is around 2 hours per frame. It's comedic to say these stats out loud. I could NEVER do anything like this in MentalRay or Mantra or prMan. LBA (that's "Life Before Arnold") I would not have thought this possible. V- On Wed, Nov 7, 2012 at 2:12 PM, Andy Moorer <andymoo...@gmail.com<mailto:andymoo...@gmail.com>> wrote: The sad thing is Mental Ray is a good and powerful renderer. Mental image's fateful decision to not participate in integration/implementation and leave it to Autodesk has done them tremendous damage. Ed, your post is dead on. There's some good tech available which isn't getting into artists's hands, and in general rendering is the point of the whole exercise, so you would expect the MR integration to be something given constant attention and priority. Sent from my iPad On Nov 7, 2012, at 1:44 PM, Juhani Karlsson <juhani.karls...@talvi.com<mailto:juhani.karls...@talvi.com>> wrote: Definetly and thats why I think everyone working on anything serious in softimage has moved to 3rd party renderers. (Arnold, v-ray, 3Delight) Kinda wish they would forget MR altogether and focus on more important stuff. -j On 7 November 2012 20:26, Ed Manning <etmth...@gmail.com<mailto:etmth...@gmail.com>> wrote: Hi all -- Not to start another flame war, but after months struggling with what should be simple things, I have to ask: Why is Mental Ray integration so haphazard in AD products in general and Softimage in particular? For example, MR now supports much-improved IBL, ptex, iRay, and per-object sampling settings, as well as a set of new BSDF-based surface shaders. NONE of these are exposed in Softimage. Third-party means of exposing some of these do work, but not very well. IBL, for example, seems not to support transparent shadows at all. In Maya, they work. Having only global settings for unified sampling is a crapshoot -- for some shaders, it's like super-speed, while others actually get noisier and slower. Ray-depth-based optimizations, which should be simple, have to be manually set, per parameter, IF you can even get your hands on a third-party shader that provides accurate counts of raydepth and type. Framebuffers only work properly with third-party shaders (they slow down renders ridiculously when used with the native "x" shaders) and don't properly account for reflections and refractions that are more than one ray-hit deep. The list goes on. The few features newly-exposed in Softimage, such as Unified Sampling and MetaSL, are poorly documented if at all. The only help for working with these tools, which we pay Autodesk for, comes from third parties, NVidia's forums, and Maya users. I have to spend time translating tutorials and blog posts from Maya-speak to glean the most basic information The failure on Autodesk's part seems to be universal, if worst in Softimage-land -- even though more things seem to work in Maya (or even MAX), there's little in the way of documentation or tutorials from AD. For example, because Maya's render settings are so lame and poorly-oriented for Mental Ray, there is a 3rd-party plug-in (Mental Core) simply to make it possible for users not working at fully-pipelined facilities to set up MR renders and get useful framebuffers and passes out. There is also this: http://elementalray.wordpress.com/2012/08/10/new-maya-rendering-ui-testing/ Basically, if I understand this, NVidia, not Autodesk, has written a new MR render UI for Maya, which has to be installed as a plug-in, and which bears a striking resemblance in its organization to the venerable Softimage Render Options. So AD's devs can't even port a UI that they developed from one 3D package to another? NVidia has to do it for them? Am I the only one frustrated & disappointed by this? etm -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Pursimiehenkatu 29-31 b 2krs. 00150 Helsinki +358 443443088<tel:%2B358%20443443088> juhani.karls...@talvi.fi www.vimeo.com/talvi<http://www.vimeo.com/talvi>