Monthly Archives: August 2012
You can find the presentation here: nVidia Advanced Rendering and Ray tracing
You can also find a short blurb about coming features here: ARC Forum SIGGRAPH recap
Mentioned are features such as:
- Ambient Occlusion on the GPU with mental ray
- Layered shaders (layered components) that include the SSS shader without lightmapping. They have their own framebuffer mechanism with passes for added flexibility in OEM packages.
- Object lights with a new shader independent of OEM integrations
- Light Importance Sampling (IS) and Material Importance Sampling. This makes the usage of objects as area lights much easier and faster than before
- Multiple Motion Transforms (think curved paths and light streaks)
- Light Path Expressions (LPE) in iray
- Kepler support for iray 3 in mental ray
After some careful thought and a lot of tedious work by developers Brenton and Corey (mental core), you can find a Maya Render Settings UI for testing. Barton Gawboy is project management. The purpose of this UI is to provide a more official/intended workflow for mental ray. This also means makers of UIs for other packages can use this as a template for features on modern mental ray (3.10 and future).
This UI is in an early phase and should not be used for production. Currently the Quality settings have been re-worked to provide a simpler interface and a modern workflow for using mental ray in Maya. Over time we will be improving on this (light and passes tabs to be re-worked) and adding documentation. We recommend Maya 2013 SP1.
You can find the scripts on the Google Code page: Maya Render Settings UI
A further discussion can be found on the ARC forum (must be a member): Maya Options UI