New Unlimited Mental Ray Satellite / Standalone

Hi all,

we have very pleasant news for those of you who are frequently rendering on remote machines using Mental Ray Satellite that are connected and controlled from a Maya or 3ds Max plugin:

The Mental Ray Standalone does not require a license anymore.
It is completely free to use on any number of machines.

This is a great extension for users of the Mental Ray plugins who depend on network-distributed rendering for more rendering throughput. It is also lifting any restrictions for usage in a render farm when running from the command-line or managed by a render job manager like Backburner.

What is Mental Ray Satellite rendering?

Unlike starting separate render jobs in a render farm, the Satellite rendering mode allows to connect remote machines in the internal network to your main Mental Ray rendering engine, so that they take over the heavy part of rendering the image or animation without stressing your main machine, which is already busy running your DCC tool. You can continue working with Maya or 3ds Max in the usual way, since Mental Ray is handling the data distribution and network communication under-the-hood. Naturally, the network speed and machine configurations have great impact on the overall experience and a fluent workflow.

In Maya, the satellite mode can be enabled selectively for preview rendering in Render View, and also for batch rendering in the background. However, progressive rendering is not supported in this distributed mode. That makes it less useful in the interactive viewport rendering with Mental Ray, although it’s generally possible to enable it there too. You have the option to let Satellites do ALL the rendering remotely, freeing your main machine from any rendering load (perfect for a background batch render), or set them to contribute to the main rendering as needed (like for a quick preview render).

Otherwise, there are no limitations on the number of machines or CPU cores that can be utilized, different to the original Satellite mode in Autodesk products. However, technically, the overall benefit for rendering may decrease at some point when too many remote machines need to be synchronized over a potentially occupied network.

This latest Mental Ray Standalone can also be used from the command-line, of course, now without any restrictions and no licensing setup.

Please download the new installers below for your platform. We provide versions that are compatible with Maya 2018 and 3ds Max 2018 Mental Ray. We have no plans to upgrade to later versions of Maya or 3ds Max.

Happy rendering! ūüėÄ


Downloads

Mental Ray Free Standalone / Satellite

Mental Ray Free Downloads – Links

Hi all,

after decades of supporting the rendering community worldwide, the NVIDIA ARC Forum will go out of service, unfortunately, including all of its mental ray sections. That does not mean its vast valuable content is lost, but we will stop hosting it on the original website location.

For those of you who are searching for the download links of the free Mental Ray software, which we did publish in the forum as well, here you are. We include a copy of the text of the original announcement followed by all the links to the pieces of software.

Happy rendering!


The version 1.2 update of the NVIDIA Mental Ray for Maya and NVIDIA Mental Ray for 3ds Max plugins, and the corresponding Mental Ray Standalone distributions are based on the latest major mental ray version 3.14.5.

This software update introduces support for NVIDIA’s Volta GPU generation, and is based on CUDA 9. It will continue to work with the older GPU generations Pascal, Maxwell, and Kepler. The update also fixes a lot of known issues, and improves rendering performance especially for GI Next. Note, the plugin works in Maya 2018.5 dot release too.

Please note, the plugins are free to use for interactive rendering and rendering of still frames from within Maya or 3ds Max. The rendering of animations with Maya Batch, Backburner or Mental Ray Standalone will ask for a license though.

NVIDIA Mental Ray for Maya Plugin

Windows
Linux
macOS

NVIDIA Mental Ray for Maya Standalone

Windows
Linux
macOS

NVIDIA Mental Ray for 3ds Max

NVIDIA Mental Ray for Maya 1.2.1 Update

Hi,

we have created a new build of the NVIDIA Mental Ray for Maya plugin, version 1.2.1. The primary purpose of this update is to fix a problem with the original installer, which stopped working with latest NVIDIA driver installers on Windows. At the same time, we also addressed few minor issues in the plugin itself, and in the Mental Ray core engine.

You can download the new version from our Mental Ray for Maya Forum for Linux, Windows, and Mac. This update is not auto-distributed through the NVIDIA Professional Application Center this time.

We would appreciate if you let us know that it works for you.

Happy rendering!

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 mental ray Standalone is here

image by Jamir Blanco
image courtesy Jamir Blanco

Today we are happy to announce that our NVIDIA mental ray¬ģ Standalone software is now directly available from us at NVIDIA.¬† mental ray Standalone is a command line software necessary for large distributed rendering processes typically on render farms.¬† With a purchase from NVIDIA you receive the current and previous versions of mental ray.¬† This includes immediate access to a private forum with direct support from our development teams.¬†¬† Upgrades of the initial license purchase includes one year of maintenance as well.

Prices start at $695 per license and discounts for large quantities are given.  For full details of the pricing and product information visit mental ray Standalone webpage

mental ray’s GPU accelerated GI engine prototype

Autodesk 3ds Max 2015 and Autodesk Maya 2015 ship with mental ray 3.12 which includes a prototype of our new global illumination engine accelerated by the GPU.  We encourage our 3ds Max and Maya users to try it out. Your feedback will help us in making this a big step forward into the future of rendering with mental ray. While the current version is in prototype status and not yet feature complete, we are constantly improving the algorithms and adding new features. Your input is most welcome in this process.

The key idea of the new GI engine is full and exact simulation of the lighting interactions in a scene. This way, we overcome drawbacks from caching techniques and interpolation, and make mental ray more interactive and predictable. The brute-force raytracing approach is accelerated on CUDA capable NVIDIA GPUs making it particularly attractive in this set-up. Its result gets combined seamlessly and automatically with the primary rendering done on the CPU. This ensures full compatibility with existing custom shaders, which do not need to be touched in order to take benefit of the new GI engine.

The following Maya scene is rendered using the new GPU GI prototype in 11 min 34 sec (2 x Quad-core Xeon E5620 @ 2.4 GHz in hyper-threading, 8 GB RAM, Quadro K5000)

Mosque - mental ray 3.12 GI GPU diffuse

                                                                                            Autodesk Maya scene courtesy Lee Anderson, environment from openfootage

 

For comparison, this image is rendered with the classical finalgather automatic mode in 20 min 52 sec (2 x Quad-core Xeon E5620 @ 2.4 GHz in hyper-threading, 8 GB RAM, Quadro K5000)

mosque_fg_auto

 

In the current version, the GI GPU mode considers diffuse-diffuse bounces only, similar to what final gathering typically computes.  In fact, if this mode is enabled without setting further parameters then finalgather settings are used to derive reasonable default  parameters to render towards the same quality. If certain prominent ray tracing effects like mirror reflections or transparent  windows are not used in a scene then the fastest diffuse mode is best suited. For current limitations, see below.

 

The following image is rendered with the GI prototype in diffuse mode in 37 minutes (Core i7-3930K (6 cores), 16 GB RAM, Quadro K5000)

Medieval - mental ray 3.12 GI GPU diffuse

                                                                                                                                             Autodesk 3dsMax scene courtesy David Ferreira

 

The following 3dsMax scene is rendered on the CPU with finalgather force in 13 hours (Core i7-3930K (6 cores), 16 GB RAM, Quadro K5000)

Medieval - mental ray 3.12 CPU

 

The GI GPU mode can be enabled and controlled with scene options or on the command line of the standalone mental ray. We also provide scripts for Maya and 3dsMax that provide a simple GUI for enabling GI GPU (see screenshot). Please, note, that this is by no means how we envision it to be integrated in the applications. It’s rather to provide easy access to users that would like to test the prototype.

 

max-screenshot

Script Download

The scripts to easily enable and access the GI GPU prototype can be downloaded directly from us here:

 

Current limitations

GI GPU transfers the scene geometry, presampled shader data, and some constant amount of buffer memory onto the GPU. Textures are not needed on the GPU. In the case that the GPU memory is not sufficient, there is an equivalent CPU mode. The new GI engine can still be used but the GPU acceleration must be disabled (uncheck the ‚ÄėUse GPU‚Äô checkbox). There is also an absolute limit of 25 million triangles.

For GI GPU to be effective, finalgather must be turned on. Some features are not yet supported: distorting lens shaders, motion blur, particles, volume shaders, camera clipping planes, progressive rendering. There is only limited support for scattering shaders, emissive materials, and hair rendering.

Before testing GI GPU, we recommend to install a recent version of the NVIDIA graphic card driver.

 

Feedback and discussion

We would like to hear your feedback and see your renderings using this prototype.  Please join our NVIDIA Advanced Rendering forum, if you have not already, and send us your comments and discuss the mental ray GI GPU prototype.  The dedicated mental ray GI GPU Prototype forum topic here