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 <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 ;)
> 
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