RE: Anybody still using mental ray?

2016-06-01 Thread Derek Jenson
Hey Matt,

Sorry for my late response, just getting around to reading this thread.

Matt, I can tell by your reply to my post, my words were received in a way I 
didn't intend.

I certainly didn't mean you were saying "you're not smart enough to use 
software X". Didn't mean that at all. But I've been at this for some time, and 
in the past many tech providers really played off the "high-end" mystic. Not 
interested in getting into a conversation about who those providers were, but 
will say I've always felt it was an excuse to not invest time & resources 
toward training, documentation, and support.

I don't know if that can be denied, as it has always been present in this 
industry. 

Anyway... I should have used better wording. Sorry about that. Cheers!

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Re: Color from particles to Legolizer?

2016-06-01 Thread Morten Bartholdy
Hmm, I forgot to actually ask if someone has an idea regarding how to grab 
these colors or more specifically how to hook them into the legolizer compounds.

//MB



> Den 1. juni 2016 klokken 15:08 skrev Morten Bartholdy :
> 
> 
> I am playing with Ed Shiffers and Giuliu Toninis fine Legolizer compounds and 
> ran into a snag. I would like to get colors for my Legolizer Lego bricks 
> either from a particle pointcloud or from voxels from a fluid simulation so I 
> can make nice Lego explosions with it. I have yet to figure out how to do 
> this as I run into context mismatch issues.
> 
> Thanks!
> 
> //Morten
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Color from particles to Legolizer?

2016-06-01 Thread Morten Bartholdy
I am playing with Ed Shiffers and Giuliu Toninis fine Legolizer compounds and 
ran into a snag. I would like to get colors for my Legolizer Lego bricks either 
from a particle pointcloud or from voxels from a fluid simulation so I can make 
nice Lego explosions with it. I have yet to figure out how to do this as I run 
into context mismatch issues.

Thanks!

//Morten
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Re: Anybody still using mental ray?

2016-06-01 Thread Juhani Karlsson
The quality of Softimage productions stood out with Arnold and it was for
me clear moment when Softimage actually became great for rendering. For
many years MR was the bottleneck imo.
Other products had plenty of more capable third party renderers at the
time. Now everyone is doing more or less similar stuff so it dosen`t matter
that much.

- J

On 1 June 2016 at 11:48, Morten Bartholdy  wrote:

> I understand what you are saying Matt about learnign how to properly use
> tools beore complaining, but I am one of those who have used MR extensively
> in production for animation all the way back from when it was released for
> Softimage 3D and onwards, ie. many, many years. I had to learn how to use
> it in depth to get what I wanted, and the last years I used it I really
> hated it for wasting so much of my time with technical issues.
>
> It was a blessing for Softimage 3D (having used the old built-in raytracer
> since 1992) and it continued for quite a while to be a strong player in the
> field until Mental Images somehow managed to drop the ball.
>
> I would say it is (still) a very good renderer for still frames - great
> integration with XSI and lots of good shaders and utilities. They never
> manged to make Final Gathering really good for animation though, and GI was
> just plainly a pain to use. FG combined with motionblur and DOF is pretty
> much not possible for production in MR. I can't even begin to count the
> hours I have spent trying to fix stuff that would not render properly,
> crash, render with ugly artifacts, or find some sort of workaround for
> issues caused by MR, and then all the layers I have had to create to make
> useful motion vector passes for scene with a lot of depth and stuff in them.
>
> I hated MR for years, found some relief in 3Delight along the way and
> found Arnold absolutely liberating, making it fun again to shade, light and
> render stuff, not looking back once.
>
> Nowadays with offerings like Arnold, Redshift and several others (Vray I
> consider a bastard halfway between the bliss of Arnold and the dragging
> mess of Mental Ray) I would never consider using Mental Ray except perhaps
> for baking textures, because those tools really work well and Solid Angle
> never really gave it much attention.
>
> All this said, I think a lot of users out there still use Mental Ray
> effectively and I consider anything that can strengthen the XSI community
> valuable, so by all means release your stuff.
>
> My two cents - peace
> Morten
>
>
>
> > Den 28. maj 2016 klokken 21:55 skrev Matt Lind :
> >
> >
> > The people who complain the most about mental ray tend to be the ones who
> > never took the time to learn to use it properly.
> >
> > If you read the manuals, mental images states some modes are more taxing
> > than others for rendering.  For example, Segmented shadow mode incurs 15%
> > additional rendering time vs. the default shadow computation mode, and is
> > less stable inside of material shaders.  Segmented shadows is currently
> set
> > as the default shadow computation mode.  If you do most of your
> rendering in
> > passes, then you likely do not need segmented shadows and can revert to
> what
> > is now labeled "normal" shadow mode to regain some performance and
> > stability.  If your render pass doesn't need lighting, then turn shadows
> off
> > completely.  That's just one example.
> >
> > For XSI v1.0 thru XSI v5.11, the default settings Softimage chose for
> mental
> > ray were fairly efficient, but users commonly complained about black
> spots
> > when doing renderings involving lots of reflection or refraction (because
> > they didn't increase ray depth) or anti-aliasing wasn't super smooth
> > (because they didn't set filter to 'lanczos' or 'mitchell' instead of
> > default 'box', or didn't adjust the adaptive sampling properly).  In
> > essence, most complaints were due to user error - because users didn't
> take
> > the time to learn how to use the renderer
> >
> > To alleviate support issues, Softimage redefined the default mental ray
> > settings in XSI v6.0 to what they are now - which effectively activates a
> > bunch of stuff you don't need majority of the time and does a lot of
> extra
> > work that never shows up in the final rendered image.  This change can
> often
> > be blamed for inducing crashes and slower render times because many
> users do
> > not tweak the settings.
> >
> > If you learn to use the renderer properly instead of using a 3DSMax
> > mentality of pushing a button and walking away, you'll get better
> > performance and stability.  Much of that also involves strategy for
> setting
> > up the scene before sending it to the renderer - another area users make
> > gross mistakes because they don't take the time to understand the
> rendering
> > process.
> >
> > Matt
> >
> >
> >
> >
> > Date: Sat, 28 May 2016 09:25:06 +0200
> > From: Mirko Jankovic 
> > Subject: Re: Anybody still using mental ray?
> > To: "softimage@listproc.autodesk.com

Re: Anybody still using mental ray?

2016-06-01 Thread Morten Bartholdy
I understand what you are saying Matt about learnign how to properly use tools 
beore complaining, but I am one of those who have used MR extensively in 
production for animation all the way back from when it was released for 
Softimage 3D and onwards, ie. many, many years. I had to learn how to use it in 
depth to get what I wanted, and the last years I used it I really hated it for 
wasting so much of my time with technical issues.

It was a blessing for Softimage 3D (having used the old built-in raytracer 
since 1992) and it continued for quite a while to be a strong player in the 
field until Mental Images somehow managed to drop the ball.

I would say it is (still) a very good renderer for still frames - great 
integration with XSI and lots of good shaders and utilities. They never manged 
to make Final Gathering really good for animation though, and GI was just 
plainly a pain to use. FG combined with motionblur and DOF is pretty much not 
possible for production in MR. I can't even begin to count the hours I have 
spent trying to fix stuff that would not render properly, crash, render with 
ugly artifacts, or find some sort of workaround for issues caused by MR, and 
then all the layers I have had to create to make useful motion vector passes 
for scene with a lot of depth and stuff in them.

I hated MR for years, found some relief in 3Delight along the way and found 
Arnold absolutely liberating, making it fun again to shade, light and render 
stuff, not looking back once. 

Nowadays with offerings like Arnold, Redshift and several others (Vray I 
consider a bastard halfway between the bliss of Arnold and the dragging mess of 
Mental Ray) I would never consider using Mental Ray except perhaps for baking 
textures, because those tools really work well and Solid Angle never really 
gave it much attention.

All this said, I think a lot of users out there still use Mental Ray 
effectively and I consider anything that can strengthen the XSI community 
valuable, so by all means release your stuff.

My two cents - peace
Morten



> Den 28. maj 2016 klokken 21:55 skrev Matt Lind :
> 
> 
> The people who complain the most about mental ray tend to be the ones who 
> never took the time to learn to use it properly.
> 
> If you read the manuals, mental images states some modes are more taxing 
> than others for rendering.  For example, Segmented shadow mode incurs 15% 
> additional rendering time vs. the default shadow computation mode, and is 
> less stable inside of material shaders.  Segmented shadows is currently set 
> as the default shadow computation mode.  If you do most of your rendering in 
> passes, then you likely do not need segmented shadows and can revert to what 
> is now labeled "normal" shadow mode to regain some performance and 
> stability.  If your render pass doesn't need lighting, then turn shadows off 
> completely.  That's just one example.
> 
> For XSI v1.0 thru XSI v5.11, the default settings Softimage chose for mental 
> ray were fairly efficient, but users commonly complained about black spots 
> when doing renderings involving lots of reflection or refraction (because 
> they didn't increase ray depth) or anti-aliasing wasn't super smooth 
> (because they didn't set filter to 'lanczos' or 'mitchell' instead of 
> default 'box', or didn't adjust the adaptive sampling properly).  In 
> essence, most complaints were due to user error - because users didn't take 
> the time to learn how to use the renderer
> 
> To alleviate support issues, Softimage redefined the default mental ray 
> settings in XSI v6.0 to what they are now - which effectively activates a 
> bunch of stuff you don't need majority of the time and does a lot of extra 
> work that never shows up in the final rendered image.  This change can often 
> be blamed for inducing crashes and slower render times because many users do 
> not tweak the settings.
> 
> If you learn to use the renderer properly instead of using a 3DSMax 
> mentality of pushing a button and walking away, you'll get better 
> performance and stability.  Much of that also involves strategy for setting 
> up the scene before sending it to the renderer - another area users make 
> gross mistakes because they don't take the time to understand the rendering 
> process.
> 
> Matt
> 
> 
> 
> 
> Date: Sat, 28 May 2016 09:25:06 +0200
> From: Mirko Jankovic 
> Subject: Re: Anybody still using mental ray?
> To: "softimage@listproc.autodesk.com"
> 
> *1. I don't want to throw away a expensive CPU based renderfarm.*
> 
> It will be obsolete soon anyway so just make good planing for next render
> tool, CPU or GPU road.
> 
> 
> 
> *2. mental ray still has more shaders. It's slow sometimes but it is
> rathergood when you want to do non physically based things. A bit like
> Softimageitself, the all-purpose, swiss knife.*
> 
> First time I heard something like this for MRay. Mostly it is in line I
> wanna puke or quit 3d completely due to rendering part :)
> When I dis