I agree. Arnold is incredible. It kicks "ass" literally and figuratively!


On Wed, Nov 7, 2012 at 1:39 PM, Sandy Sutherland <
[email protected]> wrote:

>  I would suggest that most Softimage folk are using other renderers such
> as Arnold!
>
> S.
>
>   *                                                               *
> Sandy Sutherland <[email protected]> | Technical
> Supervisor
>    <http://triggerfish.co.za/en>
>  <http://www.facebook.com/triggerfishanimation>
>    <http://www.twitter.com/triggerfishza>
>   ------------------------------
> *From:* [email protected] [
> [email protected]] on behalf of Ed Manning [
> [email protected]]
> *Sent:* 07 November 2012 20:26
> *To:* [email protected]
> *Cc:* [email protected]; [email protected]
> *Subject:* Mental Ray Features, Integration & Autodesk's failure
>
>  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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