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 <activemotionpictu...@gmail.com>
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" <sixsi_l...@imagefront.de>
> 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 <speye...@hotmail.com> 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 <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 ;)
>>
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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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