NVIDIA vMaterials

The vMaterials are a collection of MDL materials designed for physically based rendering, representing real world materials. You can register for a free download here. vMaterials can be rendered with mental ray 3.13 as well as with any Iray plugin, such as NVIDIA® Iray® for Maya.

render-new2

 

To use the vMaterials for rendering with mental ray for Maya 2016, you have to add the following definition to your Maya.env file (on Windows):

MI_MDL_PATH=C:\ProgramData\NVIDIA Corporation\mdl;C:\Users\<YourUsername>\Documents\mdl;

To find out how to apply the MDL materials in your scene, check our post on Using MDL with mental ray for Maya 2016.

Some materials are dependent on the scene unit and assume meter by default. You can either change the scene scale to meter or you can convert the scene unit dependent parameters. For example, the clarity parameter in the gem materials should be multiplied by 100 if the linear working unit is centimeter.

Note: mental ray 3.13 supports MDL v1.1 and the vMaterials are based on MDL v1.2.  Nevertheless, most materials are compatible and can be rendered with mental ray 3.13 out of the box.

mental ray for Maya 2016 SP2

mental ray for Maya 2016 SP2 is now available for download here or it is automatically installed by the Autodesk Application Manager.
It ships with mental ray 3.13.1.9 which contains improvements for the BSP2 acceleration structure in certain cases, bug fixes for multi-host rendering and for some framebuffer handling issues. The release notes provide more details.

Several bugs were fixed in the mental ray for Maya translator, notably concerning undo when modifying simple mila_material parameters, satellite rendering issues, and a workflow improvement with regard to the new Create->Lights menu and Environment lights.

mental ray for Maya 2016 SP1

mental ray for Maya 2016 SP1 is now available for download here.
It ships with mental ray 3.13.1.8. Both the mental ray core and the integration provide important fixes that we will list in this post.

MDL rendering: latest MDL fixes are incorporated into SP1.

The new version of the MILA layering shaders fixes various issues:

  • alpha channel computation for specular and glossy transmission
  • possible texturing artifacts if mila_light light shader was used
  • halo effect on specular highlight when using mila in IPR
  • possible black pixel artifacts / NaN warnings in custom curve layer weights
  • unknown tag access fatal if mila_specular_transmission was used in combination with irradiance particles or with the GI Next prototype
  • missing subsurface scattering effects behind refractions
  • possible issues with semi-transparent objects in segmented/sorted shadow modes
  • possible tile artifacts in particular with glossy reflection mix
  • VP2 display for mila is now also working for scenes created with Maya 2015

UV-tiling: There was a severe bug around uv-tiled textures and conversion to .map textures: the conversion to .map would sometimes be automatically triggered. This is fixed now. The conversion will only occur if ‘Use optimized textures (auto-conversion)’ is checked in the rendering preferences. (There is a known issue in this context: the button ‘Update optimized cache textures now’ only converts the first uv-tile of a uv-tile sequence. The others will be converted during the first rendering.)

Also, when you created two file texture nodes both referencing the same uv-tile sequence, this could lead to a crash with the previous version. This is now resolved.

There are also various performance improvements in the SP1 version:

  • Since Maya2016, the new shadow mode default is “shadow segments”. This mode supports all ray tracing effects including subsurface and volume scattering in contrast to the approximate, thus potentially faster “simple” shadows. With the latest mental ray, we have improved the performance of “shadow segments” on scenes with extremely high depth complexity.
  • Light Importance Sampling is now faster for scenes with a mixture of large and small are lights.
  • Mental ray render times with procedural shaders/textures (ocean, fractal, and so forth) are also improved.

NVIDIA Material Definition Language (MDL) with mental ray

NVIDIA Material Definition Language, in short MDL, is an NVIDIA initiative to standardize physically based material designs in a common format, see www.nvidia.com/MDL. MDL materials can be shared across renderers which are able to handle physical material properties like BSDFs in their core. mental ray 3.13 offers support for rendering pre-packaged MDL materials. In this post, we provide links to resources for MDL and give some background. In the following posts, we give instructions on how to use the materials in 3ds Max and Maya and provide example MDL materials.

The Material Definition Language Handbook gives an in-depth introduction to MDL and is aimed at the technically interested reader to learn more about the concepts of MDL and the ideas behind it. It’s work in progress and you will see it evolving over time. In the MDL developer section, you will find the MDL Technical Introduction and the MDL 1.1 Specification among other information.MDL materials rendered with mental ray

In this first version of MDL in mental ray, the user should expect some restrictions that we will remove going forward. Editing MDL materials is currently only possible on a parameter level after loading external MDL code through the mechanism that we describe below. Both MDL materials and traditional shaders can be utilized side by side within the same scene and will render smoothly. However, MDL materials are closed entities for mental ray upon loading. Parameter connections to other shaders or other MDL materials are currently not supported. Measured materials and the emissive properties of MDL are not yet handled by mental ray 3.13.

We are providing some MDL material examples in the subsequent posts that showcase the power of MDL for rendering complex shading and lighting effects. Please follow closely the instructions on how to install the examples for rendering within your application.

mental ray for Maya 2016

In this post, we introduce the newest features of the mental ray for Maya 2016 plugin that is delivered with Autodesk Maya 2016 and can be downloaded here. Stay tuned for more in-depth posts on the features.

Render Settings Redesign

This version comes with a complete new layout of the Render Settings. Our goal is to make the rendering experience with mental ray straight forward and easy. Settings are greatly simplified and grouped together. Five tabs allow to find settings sorted by topic. For advanced users, each tab provides the ‘Advanced Settings’ mode with more detailed controls to fine-tune the rendering.

newRenderSettings

The Scene tab contains a simplified render passes system for standard utility passes

newRenderStandardPasses

as well as MILA Light Path and Matte Pass passes.

newRenderMilaPasses

A more throrough introduction to the new Render Settings will follow shortly.

NVIDIA Material Definition Language

mental ray 3.13 renders materials defined by the NVIDIA Material Definition Language (MDL). MDL is an NVIDIA initiative to standardize physically based material designs in a common format, see http://www.nvidia.com/MDL. Prepackaged MDL materials can be applied in mental ray for Maya 2016. We will provide you with an introduction on how to use MDL in Maya 2016 and with examples for download in this blog soon.

mdl-spheres

Light Importance Sampling By Default

Light Importance Sampling is now enabled by default. It gives a significant speed / quality advantage out of the box especially with modern and complex lighting setups, emissive objects, and very many light sources. In addition, new heuristics have been incorporated that automatically determine which light sources in the scene are physically plausible and would benefit from importance sampling. This way, traditional idealized light sources and simple lighting setups can be detected and handled separately, like they may be excluded from importance sampling to retain an overall benefit even though this feature is generally enabled. Custom light shaders are fully supported and will be included in importance sampling if they adhere to physically plausible emission and distribution rules.

Deep OpenEXR

mental ray 3.13 adds support for generating ‘deep’ data and output to OpenEXR files. The resulting image is saved in the DeepTile form of the OpenEXR 2.0 file format, storing additional information of the pixel colors along the Z axis. It is possible to save deep and simple 2D data into different frame buffers during the same rendering.

UV Tiles Optimized

Rendering UV-tiled textures is faster and more memory efficient in this version because it is based on a native mental ray shader. It auto-creates and loads the tile textures into mental ray on demand, making sure that only those tiles that are actually accessed get loaded into memory. The shader is part of a new package called coreutil, which collects essential mental ray utilities and helper functions.

Create Lights menu 

There is a new section in the Create|Lights menu for mental ray lights showing modern mental ray lights in a prominent and easily accessible place.

createLightMenu

Object Lights

Using custom geometry to light your scene is now possible with mental ray for Maya 2016. You can assign the new ‘Object Light’ material to your geometry or, with the geometry selected, you can choose ‘Object Light’ from the new mental ray section in the Create|Lights menu. This will turn your geometry into a light.

 light_bulb_cropped

                           Light bulb model courtesy of David Hackett.

Rendering Bifrost with mental ray

Bifröst is a procedural framework that can create simulated effects ranging from liquid to foam, bubbles, spray and mist. These effects can be rendered using the bifrost geometry shader delivered with mental ray for Maya 2016.

Autodesk published videos on bifrost and showing mental ray rendering at the end of each:

Maya 2016: Adaptive Aero Solver in Bifrost
Maya 2016: Guided Simulations in Bifrost
Maya 2016: Adaptive Foam in Bifrost

XGen hair shading and displacement

Rendering XGen with mental ray has been improved and enhanced with new features.

The default XGen hair shader for mental ray is now xgen_hair_physical. It is based on the mental ray human hair shader mib_illum_hair_x which has been improved with mental ray 3.13. It now adds contributions from indirect lighting to the shading. New parameters have been added to tune the tube shading look and to control the internal color noise effect.

Displacing sphere and dart primitives is now possible allowing for a much wider use-case for these primitives.

xgen-spheres-with-displacement

Texture Filtering based on Ray-Differentials

For advanced ‘elliptical’ texture filtering in Maya’s file node, we are now using ray differentials provided by mental ray core. This introduces more accurate and artifact-free texture filtering even across ray traced reflections and refractions.
To enable it, select a file node, choose ‘Mipmap’ as filtertype, go to the mental ray section and enable ‘Elliptical filtering’. You can choose between ‘Bilinear’ or ‘Bicubic’ filter mode.