iray in Maya 2013

Recently Twitted on the mental ray Twitter feed:

iray in 3.10 with motion blur

We thought we’d try and make it happen in Maya 2013. With some digging and a license of Standalone; the end result is a complex menagerie: Spinning Buddha!

iray 2.0 in mental ray 3.10

For Progressive + IPR you need: A new Maya 2013 SP1 re-posted for download on Autodesk’s site: Autodesk – Autodesk Maya Services and Support

So how do you make this happen? (Please note that the magic works for Windows right now. Linux can be found in the comments from Brenton. Haven’t gotten to OSX.)

Well, first you need the correct files. This means you need a licensed copy of either mental ray Standalone or 3ds Max (Or Design) separately or as part of your bundle. You will need these files:

  • libiray.dll
  • libiraymr.dll
  • cudart64_40_17.dll (Possibly slightly different, this is x64)

Place these into a single directory you create, name it whatever you need to make it recognizable. In our example we’ll simply call it: iray

On Windows we placed it here:  <My Documents>\maya\2013-x64\iray

You now need to alter the Maya.env file found in the correct folder for 2013. You can find it here: C:\Users\<your user name>\Documents\maya\2013-x64\Maya.env

Open with a plain text editor and add these lines:

MI_LIBRARY_PATH = $MAYA_APP_DIR/2013-x64/iray
PATH = $MI_LIBRARY_PATH;$PATH

Now open Maya and render using the information and hints found on the ARC forum here:

Maya and mental ray iray

Welcome to the World of iray

Some short tests confirmed that this works with Progressive IPR in Maya 2013 SP1.

About David

I am a VFX artist that specializes in Lighting and Rendering. I spend a fair amount of my time supplying clients with artistic solutions as well as technology solutions. With a background in fine art and technical animation training, I strive to bridge the divide between the artist and technologist.

Posted on July 3, 2012, in maya, Uncategorized and tagged , , . Bookmark the permalink. 23 Comments.

  1. Hi David:
    This bolg is awesome .I have a question. Bug fixes: “For unified sampling, fixed filtering artifacts for non-color framebuffers (such as normal and Z depth).”
    I think the depth pass must be unAnti-Aliasing. If i use the filtering for Z pass, i get a bad edge for Zblur.Now,I Using unified sampling for render, the pass (Z depth) have a bad edge.
    But i using the Anti-Aliasing the Z pass is right. I was so upset. i want know the unified sampling with passes in production .If you have time,Please give me the answer.

    Fred

    • Hi Fred,

      Data passes like zdepth and world position should be unfiltered to be correct. Otherwise you filter together values that makes them incorrect. The bug fixes refers to artifacts like patterning in data passes and custom buffers making then unusable previously.

  2. Hi David
    Thank you for your reply. I have a little puzzle..I use the normal “AA” and the passes for render .I get every pass are correct. But i use the unified sampling and the passes for render , i get a wrong result.,such as zdepth and world position .It looks be filtered.If i turn off the filter in the depth pass panel.I also get a wrong result. The edge is bad for compose.
    Is it a bug? Maybe my method is wrong?Please give me a hand.Thank you very much.
    Fred

  3. I use maya2013 sp1(the newest versions). It also have the problem.I Upload some pictures in web.have a look ,please.

    http://forums.cgsociety.org/showthread.php?p=7363089#post7363089

  4. howdy
    I want to again thank you very much . I changed the gaussian ,the result is better ,But the result is also have a wrong edge .I read the Zpass into nuke,first i use unpremult node to Z.then i use the Zblur node ,looks good.Now The question is the Zpass is filtered. If i turn off the filter in the depth pass panel,the edge is imperfect。I upload the simple senses . Help me check it.

    .https://github.com/downloads/nnfred/problom/problem.rar

    • Technically an unfiltered Z-depth is correct. This is because individual samples in a pixel will each have a different depth result. Say, 2 objects overlap in a pixel but one covers more and is closer.

      If I take the depth from the object behind and the one in front and filter them together, I end up with a numerical result that isn’t the distance of EITHER object.

      Example: Depth of 2 and 6. My result should be either 2 OR 6. Preferably the result of the object that covers the pixel the most. A result of say 3 or 4.32 isn’t the depth of either object and is useless. That would be a depth that means nothing to the objects in the pixel.

      In your case, visually simple, the effect of a non-filtered pixel with extreme depth of field causes an artifact. So using a filtered pass might be ok visually but be aware it’s not actually correct like a non-filtered pass. The vast majority of data passes (normals, depth, world position, etc) should be unfiltered to avoid generating values that are not accurate.

  5. For linux users, the three libraries you need are:

    libiray.so
    libiraymr.so
    libcudart.so.4

    In a mental ray standalone distribution, the first two files are located in OS sepcific mental ray bin directory while the cudart library is located in lib directory. For Maya, you need to point MI_LIBRARY_PATH towards library.so/libiraymr.so and LD_LIBRARY_PATH towards libcudart.so.4. You can install the libraries however you want as long as the environment variables are set accordingly. You can set these environment variables in the Maya.evn file as you would Windows.

  6. Hi David
    When i see your explain,it just clicked for me.Many thanks for your help.

  7. Iray is working perfect for me in Maya with IPR! Only problem is it’s a bit of a pain to tweak interactively. My performance gets totally destroyed when iray is doing it’s thing. Must be eating that gpu alive. 🙂 But…it is totally working. No crashes yet!

  8. Hi David
    I have a question.
    mental ray for Maya 2013
    mental ray: version 3.10.1.11, Jul 26 2012, revision 177995
    IRAY 0.11 29 MB warn : unsupported shader adskMayaLambert, defaulting to grey diffuse
    how to resolve this?
    If you have time,Please give me the answer. maya2013 sp2
    //Fred

    • Follow the posts listed in the blog entry at the bottom. You have to use materials that translate to iray; this basically means the mia_material (not x_passes) and no others. Since iray is not integrated into Maya, a lot of the Maya nodes mean nothing to iray.

  9. Thinks for your help.Up to now,only mia_material and some builtin_bsdf shaders can rendered by iry?The misss_fast_skin_maya shader does not support rendering?
    //Fred

  10. Chris Mielczarek

    i tried to make maya 2012 work with iray borrowed from max 2013 – no success – “LIB 0.3 warn 292015: loading …/maya/2012-x64/iray\libiray.dll: The specified module could not be found.
    IRAY 0.3 error 841098: failed loading iray rendering plugin …/maya/2012-x64/iray\libiray.dll

    when i replace the iray files back to those from max 2012 – it works.
    and last question: what about maya 2013.5? would adding maya.env lines work?

    cheers!

  11. Hi David, first thank you for all your blogs, they are a big help!
    The problem is i can’t get gammaCorrect node to work with iray. Funny thing is it is working on one machine normal like in mental ray, but on other it is not recognized (renders black). Do you know what else is required besides libraries that you mention above to make gamma nodes work? I obviusly forgot what I did on this machine where gamma nodes work.

  1. Pingback: nVidia iray in Maya 2014 | elemental ray

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