• A technical look at the rendering powers of mental ray 3.8 in 3ds Max 2011.

    CGSociety :: Technology Focus
    13 May 2010, by Jamie Cardoso

    Jamie Cardoso is an author and independent technologist. He volunteered this look at the new mental ray 3.8 and its use in 3ds Max 2011.
    The standalone mental ray 3.8 is fully equipped with numerous powerful features such as Iray rendering mode; stereoscopic rendering; IBL mode, etc. However, while some of these new features are not yet fully integrated with 3ds Max, and others are only available via the command line or via plug-ins such as ctrl_ghost_settings.

    Actually, some of the existing parameters of the ctrl_ghost_settings plug-in are still being optimised. Finally, Pro materials’ shaders currently being used in earlier versions of Max are now automatically replaced by the new standard Autodesk shaders, when opened with Max 2011.
    Model courtesy of VIKTOR FRETYAN.
     
    Click to enlarge
    The following discussion will focus mainly on the mental ray 3.8 features that are currently integrated with 3ds Max 2011, and few of the 'ctrl_ghost_settings' features that can be implemented for production.

    Importons/Irradiance
    Although the ctrl_ghost_settings for 3ds Max 2011 come with additional features supported by mental ray such as Final Gather; Image Based Lighting; progressive rendering; Iray; Ambient Occlusion Cache; etc, most of them are still being optimised, fixed and/or not fully integrated. Currently, the features that users may find quite useful for production are the importons and irradiance particles.

     
    Importons: The Importons emission takes place during the pre-rendering time, and it helps to improve the rendering quality and performance/speed, by providing mental ray with vital information to process its calculations intelligently and resourcefully.

    Irradiance Particles: Irradiance particles are collected after the importons are shot from the camera. They preserve the information of both direct and indirect illumination for the rendering process. The direct and indirect illumination information is determined by the number of passes. For production, the importons and irradiance particles can be quite an asset when used simultaneously and cached.

    In order to cache the file, the user is required to type in or paste the location/destination to where the file will be saved; followed by its name. The 'interpolate' function also requires it to be set to 'Always'. The first render may take a while to process. However, the subsequent render times will be improved dramatically. It is common practice to cache the file at smaller resolution such as 600x450, and later render it at higher resolution (i.e. 5,000x3,750px).

     
    Click to enlarge
     
    Environment Evaluation: When enabled, the irradiance calculation also takes into consideration maps applied to the environment map slot. This particular function computes IBL files (Image Based Lighting) more accurately by enabling diffused and direct shadows to be cast, depending on the IBL information. The Irradiance particle computation processes indirect illumination far better than the current Final Gather solution. Moreover, it doesn’t require any additional light source in order to be fully functional. Therefore, its irradiance computation can be quite time-consuming, unless it is cached, as mentioned earlier.

    It is worth noting that when the environment evaluation is cached, its indirect shadows may not be as accurate as otherwise. However, the rendering times may drop by more 75% at times; and its quality will still remain superior to any final gather solution. The render [above] had originally taken over three hours with numerous light sources such as daylight system, mr_sky_portal, photometric lights with final gather cached. That having been said, the same image had taken less than 45 minutes, with daylight system, importons and irradiance particles cached. The IBL file was applied to the 'environment/reflections' shader, of the 'environment/background switcher parameters'.

    Color override/ray type Switcher parameters
    This fully integrated mental ray shader for 3ds Max 2011 provides users with an array of options to override the eye rays; transparency; reflections; refraction; shadows; final gather; photons and environment. This shader is accessible from the 'material/map browser' dialog box list.

     
    The 'Default' toggle sole purpose is to retain the basic parameters of the original shader.

    Users may find the following useful:

    Eye Rays: Only overrides/replaces the color/texture of the relevant surface. Note that these changes do not affect its surface when reflected from a different object.

    To also override its original color/texture when reflected on other surfaces, one is required to copy and paste/ instance the eye rays’ contents onto the 'Reflections' toggle.

    When used for surfaces, users often apply the 'object color' and/or the 'Ambient/Reflective Occlusion' shader. It’s worth noting that the eye rays function can also be plugged to the 'environment map' toggle, especially when using IBL files.

    Reflections/Refractions: This function only overrides/replaces the color/texture of the relevant surface.

    Final Gather: This function only overrides/replaces the Final gather contribution of the relevant surface’s color and/or texture. This function is quite useful to eliminate color bleeding from surfaces.

    Photons: This function only overrides/replaces the Global illumination contribution of the relevant surface’s color/texture. This function is also quite useful to eliminate color bleeding from surfaces. As mentioned earlier, all the 'Color Override/Ray Type Switcher Parameters' functions can also be plugged to the 'environment map' toggle, especially when using IBL files.

    Kelvin Temperature Color
    This newly integrated shader for 3ds Max 2011 helps to boost and define the correct color temperature of a light source, surface color and/or a texture. It’s common practice to plug this shader onto the 'mr Sky portal' custom toggle, in order to be used as a light card for interior scenes independently from a daylight system and/or a 'Skylight' object. This shader can be easily accessed from the 'material/map browser' dialog box list. Followed by dragging and dropping the shader onto one of the “material editor” dialog slots, in order to edit its parameters.

    Click to enlagrge
     
    Kelvin Temperature: This function sets the numerical measurement of the color appearance. The value of 6500.0 represents a bright/cool color.

    Intensity: This function sets the brightness of the color temperature.

    Finally, when used with 'mr Sky portal', it can also help to emulate recessed lighting patterns. The images below clearly depict its results.

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  • Ray tracing Performance
    The BSP2 raytrace acceleration method now juggles more efficiently between memory usage and rendering speed, especially when working with assemblies as part of the 3D content.

    mental ray render message dialog box
    The new mental ray render message dialog box is now divided into three tabs: Production; Material Editor and Active Shade. This new dialog provides users with far more detailed information of the rendering process than before. Some of its rendering information is only available by clicking on its information field, right clicking and enabling its visibility from pop-up menu list.
    Click to enlarge
     
    Click to enlarge
    MetaSL Features
    Through the 'map to material conversation' shader, users can now use MetaSL shaders in 3ds Max. The 'map to material conversation' shader essentially converts the MetaSL shader tree into a material that 3ds Max can read. This methodology saves users from using any external compiler. However, the MetaSL shader needs to be saved as a 'phenomenon' from mental mill. The 'Illumination Phong Phen' serves as one of the basic shaders (i.e. phenomenon) from which MetaSL tree could be built using 3ds Max 2011.

    One can also export a single or a combination of mental ray shaders from 3ds Max 2011 to mental mill as XMSL. This export functionality is only available on 'slate material' mode. To export the shader simply double click on the relevant sample slot of the slate material editor, followed by selecting the 'material' rollout and choosing the 'Export As XMSL file...' tool, from the drop down list. It is worth noting that if the relevant sample slot is not double clicked; the 'Export As XMSL file...' tool will be disabled (i.e. greyed out)!

     
    The following are the current available MetaSL shaders for 3ds Max 2011:

    Component Falloff;
    Component Reflection;
    Conversion Color to Float;
    Conversion Float to Color;
    Illumination Phong;
    Math Color Add;
    Math Color Mix;
    Math Color Multiply;
    Normals Bumpmap;
    Normals Make Normal
    Texture Lookup 2D;

    Tip: The component Falloff works best when applied in the diffuse channel of a basic shader such as 'Illumination phong phen', etc. Using the 'Normals make normal' shader in the 'normal' toggle of the 'Illumination phong phen' will help define its diffuse.

    Depth of field/bokeh
    Bokeh is the manner in which the camera lens renders the out-of-focus points of brightness/light. Its effect is often more apparent in regions of the image which has specular highlights, light sources, etc. However, its overall blurring effect occurs in all out-of-focus areas of the image. This shader can easily be accessed from the 'camera shaders' group; by clicking on the 'Lens' toggle and choosing the 'Depth of Field/Bokeh' shader from the list.

    Focus Plane: Determines the depth of field areas of the camera.
    Radius confusion: sets the amount of blurriness.
    Samples: Helps to define the blurriness. Higher values yield better (i.e. less grainy) depth of field results, at cost of increased rendering times.
    Bias: This function helps to define the shape of the bokeh effect (the value of 1.0 is uniform). Values above 1.0 will distort its uniformity.
    Blade Count: This function sets the number of angles of the bokeh. The more counts one uses the greater the rounded effects.
    Blade Rotation: This function rotates the bokeh in one spot.
    The image [above] is an exaggerated illustration of its effect (with mr_glare), directly from 3ds Max Design 2011 and mental ray 3.8. It is worth noting that this effect may be quite time consuming when rendered, but the result is worth it.

    Related links:
    mental ray
    Autodesk 3ds Max Design 2011
    James Cardoso
    mental ray book by Roger Cusson and Jamie Cardoso

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