Because, in the end Mirko, math is freedom ;)

2017-11-21 17:12 GMT+01:00 Mirko Jankovic <[email protected]>:

> So in a nutshell same  with maya you need team of TDs, programmers and
> tech support to actually use it to full potential.
> And someone wonders why it was pushed back so fast with other solutions?
> WHY would anyone have to go into knowing complex math behind the hub
> instead of actually focusing on what he should do.... make pretty images...
> ᐧ
>
> On Tue, Nov 21, 2017 at 5:06 PM, Matt Lind <[email protected]> wrote:
>
>> A lot of people don't know this, but mental ray received a HUGE update
>> last
>> year with acceleration as much as 20x for global illumination and related.
>> The version that ships with Softimage didn't receive this update, of
>> course.
>>
>> After acquiring mental ray, Nvidia let it rot for a few years before
>> deciding they should put effort into it after all, then put significant
>> work
>> into it, but not until after many people went to other options.
>>
>> As much flak as people put towards mental ray, it's actually a very good
>> renderer, but it requires you have knowledge of raytracing algorithms to
>> make best use of it.  The problem is most users only used the interactive
>> version which was hamstrung by the XSI interface which created most of the
>> problems related to crashing due to memory constraints and other issues.
>> If
>> you ever used mental ray from the command line on it's own, you'd know it
>> was actually very fast and stable.  If it had continued to be included as
>> a
>> standalone renderer after XSI v2.x, it would've been more popular as those
>> serious about rendering would've gone to the command line and/or written
>> their own scripted UI for it such as with Qt.  Classic case of marketing
>> ruining a product's profitability.
>>
>> My only complaint as a shader writer was that mental ray was overly
>> compartmentalized which sometimes made it difficult to access parts of the
>> scene to create comprehensive shading effects.  What you could do with a
>> single uber shader inside another renderer, required teamwork between
>> multiple smaller shaders in mental ray.  It was also not documented very
>> well in the advanced areas.  You had to really figure it out on your own.
>> While the documentation was accurate, a lot of it didn't make sense until
>> you already know how the renderer worked.  But once you did, you had a lot
>> of power at your finger tips.
>>
>> Matt
>>
>>
>>
>> Date: Tue, 21 Nov 2017 09:01:52 +0100
>> From: Olivier Jeannel <[email protected]>
>> Subject: Re: end of another era
>> To: Anto Matkovic <[email protected]>, "Official Softimage Users
>>
>> MR wasn't heaven, but it's again another widely used abandonned software.
>> Of course the provider will never tell the user that he has stop its
>> development, no, instead the users finds out waiting months, then years,
>> that nothing happen or changed on the platform he thinks everything is
>> fine.
>>
>>
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>>
>
>
>
> --
> Mirko Jankovic
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