Re: Anybody still using mental ray?

2016-06-03 Thread Jordi Bares
nk 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 > > <mailto:speye...@hotmail.com>>:
>> >
>> >
>> > 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 > > <mailto:mirkoj.anima...@gmail.com>>
>> > Subject: Re: Anybody still using mental ray?
>> > To: "softimage@listproc.autodesk.com 
>> > <mailto: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 discovered Arnold and then even more Redshift that is when a big
>> > issue I had with SI, ie rendering was solved and 3d was fun again.
>> > MRay was PAIN non stop! Swiss knife.. yea could say that, got ton of things
>> > but nothing good for most of things :)
>> >
>> > Redshift saved my 3d ;)
>> >
>> > --
>> > Softimage Mailing List.
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>> > <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the 
>> > subject, and reply to confirm.
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>> 
>> 
>> 
>> -- 
>> -- 
>> Juhani Karlsson
>> 3D Artist/TD
>> 
>> Talvi Digital Oy
>> Tehtaankatu 27a
>> 00150 Helsinki
>> +358 443443088
>> juhani.karls...@talvi.fi <>
>> www.vimeo.com/talvi <http://www.vimeo.com/talvi>
>> 
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Re: Anybody still using mental ray?

2016-06-03 Thread Jason S
   My two cents - peace
Morten



> Den 28. maj 2016 klokken 21:55 skrev Matt Lind <speye...@hotmail.com>:
>
>
> 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 <mirkoj.anima...@gmail.com>
> 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 discovered Arnold and then even more Redshift
that is when a big
> issue I had with SI, ie rendering was solved and 3d was
fun again.
> MRay was PAIN non stop! Swiss knife.. yea could say
that, got ton of things
> but nothing good for most of things :)
>
> Redshift saved my 3d ;)
>
> --
> So

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: 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 awa

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 so

RE: Anybody still using mental ray?

2016-05-31 Thread Sven Constable
Infinite lights with texture control? That's flipping amazing. With the
words of Morris Day: Release it!!! 
sven  

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, June 01, 2016 1:16 AM
To: softimage@listproc.autodesk.com
Subject: RE: Anybody still using mental ray?

Thanks for the endorsement, Pierre.

However, don't get too excited.  Majority of the shaders were written
between 2001-2004 with the idea of creating a utility node library to expose
features softimage was not exposing in their own shaders.  Basically, I
wanted to expose what shader writers commonly use in their code so they
wouldn't have to write code anymore to prototype shaders.  I also wanted to
homogenize workflow in the render tree to be more consistent with functions
you find outside the render tree.  For example, applying a texture to a
light and be able to control projection method, tiling, repeats, flip/swap
uv, etc..  just like you do with textures applied to geometry, and have it
work on any type of light (point, spot, infinite, ..)

Most of my more ambitious efforts are owned by my former employers.


Matt





Date: Sun, 29 May 2016 17:18:51 -0500
From: Pierre Schiller 
Subject: RE: Anybody still using mental ray?
To: softimage@listproc.autodesk.com

@Sven's got some really deep honest points regarding mr.

@Matt Lind, any MR shaders you develop help a lot of people, who read this
but can't participate either because they're not part of the list or this
(will be) a cached google page. In representation of them: I vote YES, we do
use MentalRay.

To this day I'm still contacted by peop?e who says: MR toon shader is the
best out there. Softimage toon shader is the best. And that'd my personal
use of MR: toon shading, normals, world normals... you know stuff that
requires more of a compositor's cheme to arm a scene for cartoon renders.

I'm interested on advanced shaders because less parameters deal with the
same amount of settings regarding out of the box MR shaders. Plus we all
have seen your page over thr years, Matt, who are we kidding, really great
tutos and SI help from you all these years. :)

Release the kra...(wait)... release the MR shaders...

Cheers. 

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RE: Anybody still using mental ray?

2016-05-31 Thread Matt Lind
Thanks for the endorsement, Pierre.

However, don't get too excited.  Majority of the shaders were written 
between 2001-2004 with the idea of creating a utility node library to expose 
features softimage was not exposing in their own shaders.  Basically, I 
wanted to expose what shader writers commonly use in their code so they 
wouldn't have to write code anymore to prototype shaders.  I also wanted to 
homogenize workflow in the render tree to be more consistent with functions 
you find outside the render tree.  For example, applying a texture to a 
light and be able to control projection method, tiling, repeats, flip/swap 
uv, etc..  just like you do with textures applied to geometry, and have it 
work on any type of light (point, spot, infinite, ..)

Most of my more ambitious efforts are owned by my former employers.


Matt





Date: Sun, 29 May 2016 17:18:51 -0500
From: Pierre Schiller 
Subject: RE: Anybody still using mental ray?
To: softimage@listproc.autodesk.com

@Sven's got some really deep honest points regarding mr.

@Matt Lind, any MR shaders you develop help a lot of people, who read this
but can't participate either because they're not part of the list or this
(will be) a cached google page. In representation of them: I vote YES, we
do use MentalRay.

To this day I'm still contacted by peop?e who says: MR toon shader is the
best out there. Softimage toon shader is the best. And that'd my personal
use of MR: toon shading, normals, world normals... you know stuff that
requires more of a compositor's cheme to arm a scene for cartoon renders.

I'm interested on advanced shaders because less parameters deal with the
same amount of settings regarding out of the box MR shaders. Plus we all
have seen your page over thr years, Matt, who are we kidding, really great
tutos and SI help from you all these years. :)

Release the kra...(wait)... release the MR shaders...

Cheers. 

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


Re: Anybody still using mental ray?

2016-05-31 Thread Chris Marshall
I haven't read much of the above, but I'm still happy using MR. Should I
have switched!?


On 29 May 2016 at 23:18, Pierre Schiller 
wrote:

> @Sven's got some really deep honest points regarding mr.
>
> @Matt Lind, any MR shaders you develop help a lot of people, who read this
> but can't participate either because they're not part of the list or this
> (will be) a cached google page. In representation of them: I vote YES, we
> do use MentalRay.
>
> To this day I'm still contacted by peopñe who says: MR toon shader is the
> best out there. Softimage toon shader is the best. And that'd my personal
> use of MR: toon shading, normals, world normals... you know stuff that
> requires more of a compositor's cheme to arm a scene for cartoon renders.
>
> I'm interested on advanced shaders because less parameters deal with the
> same amount of settings regarding out of the box MR shaders. Plus we all
> have seen your page over thr years, Matt, who are we kidding, really great
> tutos and SI help from you all these years. :)
>
> Release the kra...(wait)... release the MR shaders...
>
> Cheers.
> On May 29, 2016 10:08 AM, "Sven Constable" 
> wrote:
>
>> What you say about update cycles is absolutly valid. In fact mental
>> images did updates quite frequently. Not as often as chaos group with vray
>> but at least several per year. I had a better and newer link including
>> dates of bugfixes but I can't find right now. Heres an older list by AD:
>>
>> http://docs.autodesk.com/MENTALRAY/2012/ENU/mental%20ray%203.9%20Help/files/relnotes/relnotes.html
>>
>>
>>
>> A lot of fixes quite frequently as it seems. But since most of the
>> costumers  didn't use the standalone but the integrated version by its DCC
>> developer the bugfixes were incorporated only once per year. Leaving
>> costumers a year with a bug, that got adressed by mental images possibly
>> just a week later.
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Derek Jenson
>> *Sent:* Sunday, May 29, 2016 3:36 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: Anybody still using mental ray?
>>
>>
>>
>> I think the biggest problem with the stability of MR was with the concept
>> of only releasing a single update once a year which was tided to the 3D
>> program. That was unrealistic idealism. There was also pressure to give
>> customers the lastest and least tested version of MR with each yearly DCC
>> update. 3D is too bleeding edge for that release model to be stable. Being
>> XSI's only renderer option for a long time, stability certainly became an
>> issue.
>>
>> If MR updates were released with the frequency (and flexibility of
>> rollbacks) like all 3rd party engines, everyone would have fonder memories
>> of the software.
>>
>> The developers of MR also worked in complete isolation with regard to
>> communication with their customer base. The RS guys have bent over backward
>> to educate and update their clients, and I really appreciate the support.
>> IMO, you can only partially point the finger at users for not using a
>> software as intended. With information/training being so easily accessible
>> now the "you're not smart enough to use software X" mentally of the early
>> years is void. If a whole user base is struggling with a technology... then
>> something with that tech is flawed; not the other way around.
>>
>> The flexibility of MR and 3delight are unmatched (in  XSI), but the speed
>> demands forced on this biz make Redshift indispensable for keeping pace.
>> --
>>
>> From: mirkoj.anima...@gmail.com
>> Date: Sat, 28 May 2016 22:00:28 +0200
>> Subject: Re: Anybody still using mental ray?
>> To: softimage@listproc.autodesk.com
>>
>> there are some good points in there BUT if better results can be achieved
>> faster and learn faster on another engine does it make sense to waste time
>> learning inferior render engine instead?
>>
>>
>>
>> also I do know much more experience people with MRay that even with
>> knowing a lot more still had to spend wake nights waiting for crashes and
>> issues on critical rendering that ofc needs to be done tomorrow morning :)
>>
>>
>>
>> On Sat, May 28, 2016 at 9:55 PM, Matt Lind  wrote:
>>
>> The people who complain the most about mental ray tend to be the ones who
>> never took the time to learn to use it pro

RE: Anybody still using mental ray?

2016-05-29 Thread Pierre Schiller
@Sven's got some really deep honest points regarding mr.

@Matt Lind, any MR shaders you develop help a lot of people, who read this
but can't participate either because they're not part of the list or this
(will be) a cached google page. In representation of them: I vote YES, we
do use MentalRay.

To this day I'm still contacted by peopñe who says: MR toon shader is the
best out there. Softimage toon shader is the best. And that'd my personal
use of MR: toon shading, normals, world normals... you know stuff that
requires more of a compositor's cheme to arm a scene for cartoon renders.

I'm interested on advanced shaders because less parameters deal with the
same amount of settings regarding out of the box MR shaders. Plus we all
have seen your page over thr years, Matt, who are we kidding, really great
tutos and SI help from you all these years. :)

Release the kra...(wait)... release the MR shaders...

Cheers.
On May 29, 2016 10:08 AM, "Sven Constable"  wrote:

> What you say about update cycles is absolutly valid. In fact mental images
> did updates quite frequently. Not as often as chaos group with vray but at
> least several per year. I had a better and newer link including dates of
> bugfixes but I can't find right now. Heres an older list by AD:
>
> http://docs.autodesk.com/MENTALRAY/2012/ENU/mental%20ray%203.9%20Help/files/relnotes/relnotes.html
>
>
>
> A lot of fixes quite frequently as it seems. But since most of the
> costumers  didn't use the standalone but the integrated version by its DCC
> developer the bugfixes were incorporated only once per year. Leaving
> costumers a year with a bug, that got adressed by mental images possibly
> just a week later.
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Derek Jenson
> *Sent:* Sunday, May 29, 2016 3:36 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Anybody still using mental ray?
>
>
>
> I think the biggest problem with the stability of MR was with the concept
> of only releasing a single update once a year which was tided to the 3D
> program. That was unrealistic idealism. There was also pressure to give
> customers the lastest and least tested version of MR with each yearly DCC
> update. 3D is too bleeding edge for that release model to be stable. Being
> XSI's only renderer option for a long time, stability certainly became an
> issue.
>
> If MR updates were released with the frequency (and flexibility of
> rollbacks) like all 3rd party engines, everyone would have fonder memories
> of the software.
>
> The developers of MR also worked in complete isolation with regard to
> communication with their customer base. The RS guys have bent over backward
> to educate and update their clients, and I really appreciate the support.
> IMO, you can only partially point the finger at users for not using a
> software as intended. With information/training being so easily accessible
> now the "you're not smart enough to use software X" mentally of the early
> years is void. If a whole user base is struggling with a technology... then
> something with that tech is flawed; not the other way around.
>
> The flexibility of MR and 3delight are unmatched (in  XSI), but the speed
> demands forced on this biz make Redshift indispensable for keeping pace.
> --
>
> From: mirkoj.anima...@gmail.com
> Date: Sat, 28 May 2016 22:00:28 +0200
> Subject: Re: Anybody still using mental ray?
> To: softimage@listproc.autodesk.com
>
> there are some good points in there BUT if better results can be achieved
> faster and learn faster on another engine does it make sense to waste time
> learning inferior render engine instead?
>
>
>
> also I do know much more experience people with MRay that even with
> knowing a lot more still had to spend wake nights waiting for crashes and
> issues on critical rendering that ofc needs to be done tomorrow morning :)
>
>
>
> On Sat, May 28, 2016 at 9:55 PM, Matt Lind  wrote:
>
> 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 t

RE: Anybody still using mental ray?

2016-05-29 Thread Matt Lind
o offer both.  In this scenario, Autodesk is like 
your local reseller - they're intended to solve your problems, but actually 
just get in the way.

If you want better support per your complaints, you can purchase directly 
from mental images and get mental ray standalone and more frequent updates. 
It's the same rendering technology, but unhindered by the overhead of the 
DCC which translates to faster performance and more stability - especially 
at load time when integrations suffer the most.  Your DCC also only exposes 
options to rendering features which the DCC supports, but Mental Ray has 
many additional features beyond that - some of which would solve problems 
many complain about.  All those check boxes, sliders, and menus you access 
in your DCC are command line flags you can activate with the mental ray 
standalone, but mental ray has additional flags.  I have used both 
integrated and standalone rendering with mental ray quite a bit over the 
years, and have also written a considerable number of shaders.  standalone 
is by far more stable, faster, easier to debug/troubleshoot, and scales very 
well.  No it's not perfect, but for pure rendering it beats integrated 
rendering hands down.  A lot of that is due to the integration, not the 
renderer itself.

So about your whole 'user base is struggling' comment that's back to my 
earlier point of not taking the time to learn.  when I started using mental 
ray back in the 1990s, I was just an artist/animator.  I didn't know how to 
code.  I was working in games and had to make cinematic sequences for a game 
called "SnowCrash" that never made it to market.  I had to do a lot of 
futuristic stuff on a budget and thought mental ray would be a good medium 
for generating special effects with the OZ shaders and rendermap. 
Unfortunately, I didn't know how to use mental ray and the Softimage|3D 
documentation was less than useful as Softimage's concept of materials, 
lighting, and other techniques were often backwards.  That's when I cracked 
open the mental images written documentation for mental ray and began 
reading.  While some of the documentation was terse or organized in a way I 
didn't exactly consider user friendly, the programming documentation was 
very logical, straightforward and to the point which actually made it all 
make sense.  The coded examples were very well written for the purpose of 
being informative how the renderer actually works.  that in turn gave me 
insight how to use mental ray inside of Softimage|3D, and inspired me to 
learn to code so I could write shaders to enhance my artistic experiences. 
that effort to learn how the renderer worked paid dividends later in my 
career and prompted me to pursue a computer science degree.

RedShift is in a different league of renderer, being hardware based, and is 
justifiable in the context of this discussion as it offers a very 
significant benefit over mental ray.  My main argument is refuting the idea 
of using a competing renderer n the same class at additional cost when it 
has negligible advantages in the holistic context such as Arnold or 
3Delight.  Sure each renderer has it's pros and cons, but to spend money on 
them and claim they're easier to learn when you haven't taken the time to 
learn the renderer you already have and paid for - that's not a solid 
argument.  I'm not saying there aren't situations where a move to another 
renderer is warranted.

Matt




Date: Sun, 29 May 2016 06:35:48 -0700
From: Derek Jenson 
Subject: RE: Anybody still using mental ray?

I think the biggest problem with the stability of MR was with the concept of 
only releasing a single update once a year which was tided to the 3D 
program. That was unrealistic idealism. There was also pressure to give 
customers the lastest and least tested version of MR with each yearly DCC 
update. 3D is too bleeding edge for that release model to be stable. Being 
XSI's only renderer option for a long time, stability certainly became an 
issue.

If MR updates were released with the frequency (and flexibility of 
rollbacks) like all 3rd party engines, everyone would have fonder memories 
of the software.

The developers of MR also worked in complete isolation with regard to 
communication with their customer base. The RS guys have bent over backward 
to educate and update their clients, and I really appreciate the support. 
IMO, you can only partially point the finger at users for not using a 
software as intended. With information/training being so easily accessible 
now the "you're not smart enough to use software X" mentally of the early 
years is void. If a whole user base is struggling with a technology... then 
something with that tech is flawed; not the other way around.

The flexibility of MR and 3delight are unmatched (in  XSI), but the speed 
demands forced on this biz make Redshift indispensable for keeping pace.

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


RE: Anybody still using mental ray?

2016-05-29 Thread Sven Constable
What you say about update cycles is absolutly valid. In fact mental images
did updates quite frequently. Not as often as chaos group with vray but at
least several per year. I had a better and newer link including dates of
bugfixes but I can't find right now. Heres an older list by AD:
http://docs.autodesk.com/MENTALRAY/2012/ENU/mental%20ray%203.9%20Help/files/
relnotes/relnotes.html

 

A lot of fixes quite frequently as it seems. But since most of the costumers
didn't use the standalone but the integrated version by its DCC developer
the bugfixes were incorporated only once per year. Leaving costumers a year
with a bug, that got adressed by mental images possibly just a week later.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Derek Jenson
Sent: Sunday, May 29, 2016 3:36 PM
To: softimage@listproc.autodesk.com
Subject: RE: Anybody still using mental ray?

 

I think the biggest problem with the stability of MR was with the concept of
only releasing a single update once a year which was tided to the 3D
program. That was unrealistic idealism. There was also pressure to give
customers the lastest and least tested version of MR with each yearly DCC
update. 3D is too bleeding edge for that release model to be stable. Being
XSI's only renderer option for a long time, stability certainly became an
issue. 

If MR updates were released with the frequency (and flexibility of
rollbacks) like all 3rd party engines, everyone would have fonder memories
of the software. 

The developers of MR also worked in complete isolation with regard to
communication with their customer base. The RS guys have bent over backward
to educate and update their clients, and I really appreciate the support.
IMO, you can only partially point the finger at users for not using a
software as intended. With information/training being so easily accessible
now the "you're not smart enough to use software X" mentally of the early
years is void. If a whole user base is struggling with a technology... then
something with that tech is flawed; not the other way around. 

The flexibility of MR and 3delight are unmatched (in  XSI), but the speed
demands forced on this biz make Redshift indispensable for keeping pace. 

  _  

From: mirkoj.anima...@gmail.com
Date: Sat, 28 May 2016 22:00:28 +0200
Subject: Re: Anybody still using mental ray?
To: softimage@listproc.autodesk.com

there are some good points in there BUT if better results can be achieved
faster and learn faster on another engine does it make sense to waste time
learning inferior render engine instead?

 

also I do know much more experience people with MRay that even with knowing
a lot more still had to spend wake nights waiting for crashes and issues on
critical rendering that ofc needs to be done tomorrow morning :)

 

On Sat, May 28, 2016 at 9:55 PM, Matt Lind  wrote:

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 -

RE: Anybody still using mental ray?

2016-05-29 Thread Sven Constable
I have to admit, since MR is a old renderer it has its flaws. I work with it 
since 1999 and I would say I know it quite well, even I never programmed 
shaders for it. One issue is DTR/ distributed tile rendering, it simply doesn't 
work reliable. Mental images/nvidia solved the memory overflow problem some 
versions ago (slave machines ran out of memory and crashed), but there still 
seems to be a problem when using satellite rendering together with BSP2. In 
some cases, the rendering hangs at 100%, not written to disk and you have to 
kill the process. It seems to not happen with BSP1 but since it's much slower 
especially when using displacement, it's not an option to use BSP1 just because 
of having satellite rendering to work.  This happens with the render region as 
well as with batch rendering. I cannot say if this is entirely a MR bug or a 
softimage-MR thing or maybe a windows network issue.

However, it works with batch rendering when not using more than one satellite 
machine. The render farm here is set up this way (I'm probably one of ten ppl 
in the world who uses mental ray satellite rendering on a farm).

It would be nice though to have rock solid distributed rendering when dealing 
with large print resolution for example. I don’t think there is an internal 
limit in MR regarding the amount of machines. Of course its not unlimited, at 
some point Amdahl's law will kick in. The limitation of using five machines was 
simply a business/licensing decision, I guess. Imagine, beeing at a company 
with a larger render farm that artists can use interactivly. Would cause a bit 
of network traffic, yes but the workflow would be improved. It's even practical 
if the farm is rendering regular render jobs simultaniously. I once did some 
tests and the raysat.exe will use a higher priority than the batch.exe by 
default. There would be only peaks of CPU utilization on the farm when an 
artist draws a render region, so the delay for normal renderjobs would be 
negligible. A potential problem would be, that artists, having vast amount of 
render power, they'll put shitload of stuff in the scenes thats simply not 
renderable in the final animation. But I disgress.

 

Another issue probably is GI for animations, as it was discussed many times 
over the years. Even you can have flicker free GI in animations, it depends 
heavily on the scenario. The classroom scene, for example. Seems an easy 
scene,no? Well it's not. Add a skylight system and animate the sun from sunrise 
to sundown. I did many, many tests with FG and even with irradiance particles. 
At sundown you will have only a few, very bright spots that have to lit the 
entire room. Therefore you need an insane high amount of FG rays to capture the 
light an even then it will produce splotches in the last few frames. IP 
adresses this problem by analyzing the screen space, firing more IP rays 
towards bright spots. Similar to portal lights. It is great in terms of general 
light distribution and does not produce light leaks. But since it's also 
screenspace dependent, it will create problems where a lit surface is not 
directly seen by the camera. In this case, at certain areas at  the window 
frames at sunrise.
Btw. while testing Redshift with the classroom scene I noticed a bug when using 
caustics. Nothings perfect. (However, the GI solution was blazingly fast and 
super clean).

All in all, I use MR in production successfully and I like it, but I would not 
say I love it :)

sven 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Saturday, May 28, 2016 9:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: Anybody still using mental ray?

 

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 rather
good when you want to do non physically based things. A bit like Softimage
itself, 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 discovered Arnold and then even more Redshift that is when a big issue I 
had with SI, ie rendering was solved and 3d was fun again.

MRay was PAIN non stop! Swiss knife.. yea could say that, got ton of things but 
nothing good for most of things :)

 

Redshift saved my 3d ;)

 

On Sat, May 28, 2016 at 1:16 AM, Sven Constable  
wrote:

I use mental ray almost exclusively for any project so far, even I'm
evaluated arnold, redshift and maxwell. Maxwell is so far the most accurate
renderer I've seen so far in terms of light distribution in a scene and
nothing comes close to it in my opinion. It's amazing if you do product
rendering only. But it lacks in shader variety, so

RE: Anybody still using mental ray?

2016-05-29 Thread Derek Jenson
I think the biggest problem with the stability of MR was with the concept of 
only releasing a single update once a year which was tided to the 3D program. 
That was unrealistic idealism. There was also pressure to give customers the 
lastest and least tested version of MR with each yearly DCC update. 3D is too 
bleeding edge for that release model to be stable. Being XSI's only renderer 
option for a long time, stability certainly became an issue. 

If MR updates were released with the frequency (and flexibility of rollbacks) 
like all 3rd party engines, everyone would have fonder memories of the 
software. 

The developers of MR also worked in complete isolation with regard to 
communication with their customer base. The RS guys have bent over backward to 
educate and update their clients, and I really appreciate the support. IMO, you 
can only partially point the finger at users for not using a software as 
intended. With information/training being so easily accessible now the "you're 
not smart enough to use software X" mentally of the early years is void. If a 
whole user base is struggling with a technology... then something with that 
tech is flawed; not the other way around. 

The flexibility of MR and 3delight are unmatched (in  XSI), but the speed 
demands forced on this biz make Redshift indispensable for keeping pace. 

From: mirkoj.anima...@gmail.com
Date: Sat, 28 May 2016 22:00:28 +0200
Subject: Re: Anybody still using mental ray?
To: softimage@listproc.autodesk.com

there are some good points in there BUT if better results can be achieved 
faster and learn faster on another engine does it make sense to waste time 
learning inferior render engine instead?
also I do know much more experience people with MRay that even with knowing a 
lot more still had to spend wake nights waiting for crashes and issues on 
critical rendering that ofc needs to be done tomorrow morning :)
On Sat, May 28, 2016 at 9:55 PM, Matt Lind  wrote:
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 discovered Arnold and then even more Redshift that is when a big

issue I had with SI, ie rendering was solve

Re: Anybody still using mental ray?

2016-05-28 Thread Mirko Jankovic
there are some good points in there BUT if better results can be achieved
faster and learn faster on another engine does it make sense to waste time
learning inferior render engine instead?

also I do know much more experience people with MRay that even with knowing
a lot more still had to spend wake nights waiting for crashes and issues on
critical rendering that ofc needs to be done tomorrow morning :)

On Sat, May 28, 2016 at 9:55 PM, Matt Lind  wrote:

> 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 discovered Arnold and then even more Redshift that is when a big
> issue I had with SI, ie rendering was solved and 3d was fun again.
> MRay was PAIN non stop! Swiss knife.. yea could say that, got ton of things
> but nothing good for most of things :)
>
> Redshift saved my 3d ;)
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
Mirko Jankovic
*http://www.cgfolio.com/mirko-jankovic
<http://www.cgfolio.com/mirko-jankovic>*

Need to find freelancers fast?
www.cgfolio.com

Need some help with rendering an Redshift project?
http://www.gpuoven.com/
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Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Anybody still using mental ray?

2016-05-28 Thread 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 discovered Arnold and then even more Redshift that is when a big
issue I had with SI, ie rendering was solved and 3d was fun again.
MRay was PAIN non stop! Swiss knife.. yea could say that, got ton of things
but nothing good for most of things :)

Redshift saved my 3d ;)

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Re: Anybody still using mental ray?

2016-05-28 Thread Mirko Jankovic
*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 discovered Arnold and then even more Redshift that is when a big
issue I had with SI, ie rendering was solved and 3d was fun again.
MRay was PAIN non stop! Swiss knife.. yea could say that, got ton of things
but nothing good for most of things :)

Redshift saved my 3d ;)

On Sat, May 28, 2016 at 1:16 AM, Sven Constable 
wrote:

> I use mental ray almost exclusively for any project so far, even I'm
> evaluated arnold, redshift and maxwell. Maxwell is so far the most accurate
> renderer I've seen so far in terms of light distribution in a scene and
> nothing comes close to it in my opinion. It's amazing if you do product
> rendering only. But it lacks in shader variety, softimage integration and
> general tweaking, as mental ray has and allows. Arnold may be a killer for
> big projects, heavy scenes but its expensive. Redshift is affordable,has
> good GI for animations and the best integration in Softimage besides mental
> ray (I'm still wondering how they managed to get the round corners shader
> into RS! I was thinking it's a mental images/NVIDIA patent)
> There are only two things that stopped me switching from mr to RS:
> 1. I don't want to throw away a expensive CPU based renderfarm.
> 2. mental ray still has more shaders. It's slow sometimes but it is rather
> good when you want to do non physically based things. A bit like Softimage
> itself, the all-purpose, swiss knife.
>
> So yes, I use mental ray.
> sven
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
> Sent: Saturday, May 28, 2016 12:28 AM
> To: softimage@listproc.autodesk.com
> Subject: Anybody still using mental ray?
>
> While on the subject of nostalgia and recent release of various tools for
> XSI.
>
> I have a selection of mental ray shaders I wrote long ago still perfectly
> valid as they're utility nodes for accessing renderer preferences, lights,
> performing math, or other basic features missing from the native shader
> library.  Some have unique features, but also limitations due to mental
> ray's architecture.  If released, would anybody actually use them other
> than
> for tinkering?  As in, does anybody still use mental ray in a serious
> production context where you'd benefit from such shaders?
>
> Don't say yes because you want free digital swag.
>
> Matt
>
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> with
> "unsubscribe" in the subject, and reply to confirm.
>
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>



-- 
Mirko Jankovic
*http://www.cgfolio.com/mirko-jankovic
<http://www.cgfolio.com/mirko-jankovic>*

Need to find freelancers fast?
www.cgfolio.com

Need some help with rendering an Redshift project?
http://www.gpuoven.com/
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RE: Anybody still using mental ray?

2016-05-27 Thread Sven Constable
I use mental ray almost exclusively for any project so far, even I'm
evaluated arnold, redshift and maxwell. Maxwell is so far the most accurate
renderer I've seen so far in terms of light distribution in a scene and
nothing comes close to it in my opinion. It's amazing if you do product
rendering only. But it lacks in shader variety, softimage integration and
general tweaking, as mental ray has and allows. Arnold may be a killer for
big projects, heavy scenes but its expensive. Redshift is affordable,has
good GI for animations and the best integration in Softimage besides mental
ray (I'm still wondering how they managed to get the round corners shader
into RS! I was thinking it's a mental images/NVIDIA patent)
There are only two things that stopped me switching from mr to RS: 
1. I don't want to throw away a expensive CPU based renderfarm.
2. mental ray still has more shaders. It's slow sometimes but it is rather
good when you want to do non physically based things. A bit like Softimage
itself, the all-purpose, swiss knife.

So yes, I use mental ray.
sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Saturday, May 28, 2016 12:28 AM
To: softimage@listproc.autodesk.com
Subject: Anybody still using mental ray?

While on the subject of nostalgia and recent release of various tools for
XSI.

I have a selection of mental ray shaders I wrote long ago still perfectly
valid as they're utility nodes for accessing renderer preferences, lights,
performing math, or other basic features missing from the native shader
library.  Some have unique features, but also limitations due to mental
ray's architecture.  If released, would anybody actually use them other than
for tinkering?  As in, does anybody still use mental ray in a serious
production context where you'd benefit from such shaders?

Don't say yes because you want free digital swag.

Matt

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Anybody still using mental ray?

2016-05-27 Thread Matt Lind
While on the subject of nostalgia and recent release of various tools for 
XSI.

I have a selection of mental ray shaders I wrote long ago still perfectly 
valid as they're utility nodes for accessing renderer preferences, lights, 
performing math, or other basic features missing from the native shader 
library.  Some have unique features, but also limitations due to mental 
ray's architecture.  If released, would anybody actually use them other than 
for tinkering?  As in, does anybody still use mental ray in a serious 
production context where you'd benefit from such shaders?

Don't say yes because you want free digital swag.

Matt

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