The controls on this rollout affect how the mental ray renderer performs sampling for antialiasing rendered images.
To view the sampling pattern:
Instead of rendering the image, mental ray draws a diagram that shows the range of applied sampling values. White lines indicate edges in the scene, where the mental ray renderer took the maximum number of samples. If fractional sample limits are used (sampling down), lighter dots indicate the higher value while darker dots indicate the lower value.
To assist with analysis, View Samples also draws red lines around each bucket, or separately rendered block.
When the Minimum and Maximum number of samples are equal, the diagram shows all buckets as white.
Rasterizer / Scanline mode uses sampling values rather than Minimum/Maximum multipliers. The Contrast/Noise controls are not available.
The controls that appear in this group depend on the mode that is active: Unified, Classic, or Rasterizer.
Unified / Raytraced (Recommended) mode
Quality essentially sets the "noise level" at which the renderer stops sampling. Higher quality implies less noise. The Spatial Contrast threshold sets the lowest level of acceptable noise.
Quality=0.25 (the default)
Quality=0.1
Quality=20.0
Classic / Raytraced mode
Set the minimum and maximum sample rates for antialiasing the rendered output.
The values of the Minimum and Maximum lists are "locked" together so that the value of Minimum can't exceed the value of Maximum.
To use low sampling for previews, leave the Minimum and Maximum values at their default settings of 1/4 and 4, or reduce them to 1/16 and 1/4. To use high sampling for final renderings, increase the Minimum and Maximum values to 4 and 16, respectively, or to higher values.
Rasterizer / Scanline mode
Rasterizer / Scanline mode dices objects into micro-polygons. It shades each micro-polygon once and gives it a color from the result of this shading. Then these micro-diced polygons are moved across time, and sampled by the Visibility samples. This allows effects like motion blur to be resolved with many samples (smooth motion blur), without having to do the computationally expensive shading process for each sample. It is as if the renderer renders a still frame at a fixed number of samples per pixel (the Shading samples), and then reuses that image and smears it over time, with the help of the Visibility samples.
Default=Depends on the Type you choose:
Set the contrast value used as thresholds to control sampling. Spatial contrast applies to each still image.
These controls are disabled for Rasterizer / Scanline mode.
If neighboring samples in a frame differ by more than this color, the mental ray renderer does recursive supersampling (that is, more than one sample per pixel), up to the depth specified by the Maximum samples per pixel value. Increasing the Spatial Contrast values decreases the amount of sampling done, and can speed the rendering of a scene at the cost of image quality.
Varying the sample pattern reduces rendering artifacts in animations.
To render the scene, the mental ray renderer subdivides the image into rectangular sections, or “buckets.” Using a smaller bucket size causes more image updates to be generated during rendering. Updating the image consumes a small number of CPU cycles. In most cases, adjusting this value has little or no effect on rendering time, but when rendering very large images, you can achieve faster results by setting Bucket Width to about 1/10th of the largest dimension in pixels. For example, when rendering a 4000 x 3000 image, set Bucket Width to 400.
When you render an image with floating-point, 32-bit output, you might see jagged edges in bright areas such as self-illuminated objects or reflections of light sources. The reason is that in floating-point rendering, the brightness of a pixel can be greater than 1 (“whiter than white,” so to speak).
Left: In a 16-bit rendering, bright highlights are muted.
Right: In a 32-bit rendering, bright highlights (on the lamp chains and the mirror), are strong and jagged.
For example, suppose a pixel is sampled four times, and an object occludes the pixel one of those times. In a 16-bit rendering, this results in a 25 percent grayscale value for the pixel. The same thing happens in a 32-bit rendering, unless the object is bright. In that case, the pixel might be 20 times brighter than its surroundings, so the result does not blend into its surroundings, and the rendered highlight appears to be jagged or “aliased.” While this effect is apparent in the 3ds Max Rendered Frame Window, it is only apparent: if you use the image in a compositing program that handles HDRI images, for example, or open it and adjust its levels in an image-processing program such as Photoshop, the image appearance will be correct.