The mental ray ® renderer from NVIDIA ® is a general-purpose renderer that can generate physically correct simulations of lighting effects, including ray-traced reflections and refractions, caustics, and global illumination.
Scene rendered with the scanline renderer
Same scene rendered with the mental ray renderer
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The second rendering, done with the mental ray renderer, shows caustics cast by refraction through the martini glass. Caustics are also visible in the reflection on the cocktail shaker.
The mental ray renderer in 3ds Max supports the mental ray version 2 (mi2) and version 3 (mi3) formats. It does not support the mental ray version 1 (mi1) format.
Compared to the default 3ds Max scanline renderer, the mental ray renderer relieves you of the need to simulate complex lighting effects "by hand" or by generating a radiosity solution. The mental ray renderer is optimized to use multiple processors and to take advantage of incremental changes for efficient rendering of animations.
Unlike the default 3ds Max renderer, which renders scanlines from the top of the image downward, the mental ray renderer renders rectangular blocks called buckets. The order in which the buckets are rendered can vary, depending on the method you choose. By default, mental ray uses the Hilbert method, which picks the next bucket to render based on the cost of switching to the next one. Because objects can be discarded from the memory to render other objects, it’s important to avoid having to reload the same object multiple times. This is especially important when you have enabled placeholder objects (see the Processing panel Translator Options rollout).
If you use distributed rendering to render a scene, it might be hard to understand the logic behind the rendering order. In this case, the order has been optimized to avoid sending lots of data over the network. Each CPU is assigned a bucket as the bucket becomes available, so different buckets can appear in the rendered image at different times. See the Renderer panel Sampling Quality rollout.
To use the mental ray renderer:
The Choose Renderer dialog opens.
Now the Render Setup dialog contains the mental ray controls. You can choose to render the scene with the built-in mental ray renderer, or simply to translate the scene and save it in an MI file that you can render later, perhaps on a different system. Controls for choosing whether to render, save to an MI file, or both, are on the Translator Options rollout.