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 <[email protected]> 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
[email protected]
www.vimeo.com/talvi

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