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

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