Here is an overview of the mental ray and iray features which were integrated in 3ds Max 2016.
NVIDIA Material Definition Language (MDL)
The Material Definition Language (MDL) is an NVIDIA initiative to standardize physically based material designs in a common format, see http://www.nvidia.com/MDL. mental ray for 3ds Max 2016 is capable of rendering pre-packaged MDL materials. We will create a dedicated blog post to explain how to enable MDL in 3ds Max 2016.
Light Importance Sampling (LIS)
The new Light Importance Sampling mechanism in mental ray allows to sample the whole set of lights as if it were one single light, placing more samples on the lights that contribute more to the part of the scene being rendered. It is an importance-driven mechanism that is controlled by a simple set of parameters. Both area and point lights are importance-sampled, and there is no fundamental change required in material and light shaders. This mechanism is typically useful in scenes with many lights, but can be beneficial also in other simpler cases.
Light Importance Sampling parameters
Ambient Occlusion, GPU accelerated
mental ray offers a new, efficient, GPU accelerated “mr Ambient Occlusion” render element.
mr Ambient Occlusion Render Element
mr Ambient Occlusion parameters
The “Max Distance” controls the maximum distance of occlusion probe rays (Note: Value 0 for “Max Distance” means infinite distance). “Falloff” controls how much the occlusion fades out with distance.
The mental ray and the iray renderers now offer the “Parametric” approximation method which can help to troubleshoot scenes where the “Length” method exhibits artifacts, for example scenes with very regular and flat geometry. This method is available from the “Render Setup/Renderer” tab and from the “Object Properties/mental ray” tab.
Object Properties/mental ray tab – Displacement Settings
The parametric approximation method regularly subdivides each triangle of the surface. The “Subdivision Level” specifies how many times each input triangle should be subdivided. A higher “Subdivision Level” results in a higher triangle count. Each input triangle is subdivided into
4(Subdivision Level) triangles. Note: there is an internal limit of 8 million triangles per object.
The iray renderer offers a new helper object “iray Section”. The “iray Section” behaves similarly to the “Grid” helper and is used to cut off the geometry in the rendered image. Section planes can either cut off the geometry completely (so let the light in), or let the viewer take a peek inside, see “Clip Light” parameter. You can define up to 8 section planes.
The iray “Texture Compression” can save around 75% of texture memory on both CPU and GPU. This is enabled by default. See http://blog.irayrender.com/post/54506874080/saving-on-texture-memory for details, the level of compression exposed in 3ds Max 2016 is the “medium”.
Texture Compression parameters
Light Path Expressions Improvements
Light Path Expressions (LPEs) for iray have been extended to allow light-specific and object-specific paths.
Lights and objects need to be grouped into layers before they can be referenced in LPEs.
We will create a dedicated blogpost to explain this mechanism.
Irradiance Render Element
The iray renderer offers a new Render Element “iray: Irradiance”:
Render Element “iray: Irradiance”
It is recommended to turn off tone mapping when computing irradiance. By default the irradiance buffer is converted to a heatmap, displaying the lux (or footcandle) values with false colors:
Rendering Irradiance with heatmap on
Auxiliary Buffers Render Elements: Alpha, Normal, Depth
The iray renderer also offers auxiliary buffers Render Elements (Alpha, Normal and Depth):
Auxiliary buffers Render Elements
Here is for the tour of the new mental ray and iray features integrated in 3ds Max 2016.
Hope you will find this useful.
15 thoughts on “mental ray for 3ds Max 2016”
[…] mental ray for 3ds Max 2016 (INSIDE MENTAL RAY) 2015/04/20 […]
>>mental ray for 3ds Max 2016 is capable of rendering pre-packaged MDL materials.
So, how do we make our own MDL materials? Is there some other app that we will need to use? I couldn’t find any information on this on the NVidia website.
Resources for writing MDL – Overview: http://www.nvidia.com/MDL, Writing: http://www.mdlhandbook.com and NVIDIA Materials forum Help: forum.nvidia-arc.com/forumdisplay.php?196-Materials
Thanks for the links, mentalray2014. The handbook is a great read. I hope the second part is released soon!
Iray: Irradiance in 3ds max 2016 is a feature what i was waiting for, but i’m wondering is there possibility to produce renderings in luminance scale. Maybe someone can help me with this issue.
[…] představení sady vlastností na stránkách Autodeskus si můžete přečíst shrnutí nové verze 3.13 mental ray, o které se píše na blogu o mental ray. I když je novinek docela dost (Alembic podpora pro […]
Nice features, but after one year, you’ve managed to improve iRay by introducing only those few features ?
That feels like 100 years behind all other equivalent rendering engines on the market.
Thanks for your interest in Iray.
Please note that not all features of Iray are available when accessing through mental ray, and its 3ds Max integration is primarily controlled by Autodesk.
For this reason, NVIDIA will come to market with it’s own integration of Iray into 3dsMax.
check out Iray+ for 3ds Max: http://www.nvidia.com/object/iray-for-3ds-max.html
Yes, i’m aware of both two aspects. – Autodesk integration was really slow and problematic, or probably it didn’t had a high priority in the development process of 3D Studio Max.
Glad to hear you have decided to do your own integration.
It was about time.
Looking forward to it, now. Again.
thank you mental ray 2014, not a lot of info out there…
hi dear thanx for ur videos.
i have a problem when i use self illuminated shape as light source. for cave lighting(as shown in the render), 3ds max lighting behind the surface the light put it behind it.
u can see corner of behind the box become lighting.
can u help me.
Thank you for reporting the problem.
It would be really helpful to be able to look at the scene.
Can you please contact us on NVIDIA Advanced Rendering Forum?
sure. there is my max 2013 file.
and which forum do u mean?>
Thanks for the scene!
The link to the forum was in my last reply. Before posting your questions, you need to register by clicking on the ‘Register’ link.
It will guide you through the registration.
We looked at the scene. The artifacts are caused by the finalgather settings.
Can you please raise the Initial FG Point Density and lower the Interpolate Over Num. FG Points to 20, for example?
Alternatively, you can try to use the new Indirect Diffuse (GI) algorithm.
Hope that helps!