mental_ray_renderer : RendererClass
mental_ray_renderer - superclass: RendererClass; super-superclass:MAXWrapper - classID: #(1492548972, 1338981315)
This class represents the mental ray renderer.
It lets you construct an instance of the mental_ray_renderer class to be assigned to the Current, Production and Material Editor renderers using
the renderers structure.
Constructor
EXAMPLE:
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RendererClass.classes
# (Default_Scanline_Renderer, VUE_File_Renderer, mental_ray_renderer, Missing_Renderer)
renderers.current = mental_ray_renderer ()
mental_ray_renderer:mental_ray_renderer
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Properties
Renderer Tab > Global Tuning Parameters Rollout
<mental_ray_renderer>.softshadowsprecision Float default: 1.0 -- float
Get/set the Soft Shadows Precision multiplier value.
Note that the value is exposed to the User Interface as a drop-down list, but the
MAXScript exposure allows arbitrary floating point values to be used. If the value
assigned via MAXScript does not match any of the items on the drop-down list, the
list will display its first entry (0.125), but the internal value will be used instead.
For example, 1.0 will set the list to the entry 1, but 1.1 will set the list to 0.125,
while the multiplier will be internally 1.1.
Available in 3ds Max 2010 and higher.
<mental_ray_renderer>.glossyreflectionsprecision Float default: 1.0 -- float
Get/set the Glossy Reflection Precision multiplier value.
Available in 3ds Max 2010 and higher.
<mental_ray_renderer>.glossyrefractionsprecision Float default: 1.0 -- float
Get/set the Glossy Refraction Precision multiplier value.
Available in 3ds Max 2010 and higher.
Renderer Tab > Sampling Quality Rollout
Renderer Tab > Sampling Quality Rollout > Samples per Pixel:
<mental_ray_renderer>.UnifiedEnable BooleanClass default: true -- boolean
Get/set partially the selection of the Sampling Mode drop-down list.
When set to True, the drop-down list will show "Unified / Raytraced (Recommended)".
When set to False, the drop-down list will show either "Classic / Raytraced" or "Rasterizer
/ Scanline" depending on the value of .ScanlineEnable property.
Available in 3ds Max 2014 and higher.
<mental_ray_renderer>.UnifiedQuality Float default: 0.25 -- float
Get/set the value of the Quality spinner available when the .UnifiedEnable property is set to True.
Available in 3ds Max 2014 and higher.
<mental_ray_renderer>.UnifiedMinSamples Float default: 1.0 -- integer
Get/set the value of the Minimum spinner available when the .UnifiedEnable property is set to True.
Available in 3ds Max 2014 and higher.
<mental_ray_renderer>.UnifiedMaxSamples Integer default: 128 -- integer
Get/set the value of the Maximum spinner available when the .UnifiedEnable property is set to True.
Available in 3ds Max 2014 and higher.
<mental_ray_renderer>.MinimumSamples Integer default: -1 -- integer
Get/set the value of the Minimum spinner available when the .UnifiedEnable property is set to False.
The exposed value corresponds to the power of two value used to calculate the number
of horizontal / vertical samples.
For example, when the value is 2, 2.0 to the power of 2 is 4, which means that mental
ray will fire 4x4 rays to sample a single pixel. Thus, the User Interface displays
16 as the sample value which represents the minimum total number of rays to be fired.
Thus, the possible values are:
Property
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User Interface
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Calculated As
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-3
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1/64
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(2.0 ^ (-3))^2 =0.125^2 =0.015625
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-2
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1/16
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(2.0 ^ (-2))^2 =0.25^2 =0.0625
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-1
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1/4
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(2.0 ^ (-1))^2 =0.5^2 = 0.25
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0
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1
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(2.0 ^ 0)^2 = 1.0^2 = 1
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1
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4
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(2.0 ^ 1)^2 = 2.0^2 = 4.0
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2
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16
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(2.0 ^ 2)^2 =4.0^2 =16.0
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3
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64
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(2.0 ^ 3)^2 =8.0^2 =64.0
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4
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256
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(2.0 ^ 4)^2 =16.0 ^ 2 =256.0
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5
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1024
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(2.0 ^ 5)^2 =32.0 ^ 2 =1024.0
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<mental_ray_renderer>.MaximumSamples Integer default: 1 -- integer
Get/set the Maximum samples value. The exposed value corresponds to the power of two value used to calculate
the number of horizontal / vertical samples. See above for details.
Renderer Tab > Sampling Quality Rollout > Filter:
<mental_ray_renderer>.filter Integer default: 1 -- integer
Get/set the filter type.
Possible values are:
0 - Box
1 - Gauss
2 - Triangle
3 - Mitchell
4 - Lanczos
<mental_ray_renderer>.BoxFilterWidth Float default: 1.0 -- float
Get/set the Box filter width. Possible values are between 0.0 and 8.0, default is
1.0.
<mental_ray_renderer>.BoxFilterHeight Float default: 1.0 -- float
Get/set the Box filter height. Possible values are between 0.0 and 8.0, default is
1.0.
<mental_ray_renderer>.GaussFilterWidth Float default: 2.0 -- float
Get/set the Gauss filter width. Possible values are between 0.0 and 8.0, default is
2.0.
<mental_ray_renderer>.GaussFilterHeight Float default: 2.0 -- float
Get/set the Gauss filter height. Possible values are between 0.0 and 8.0, default
is 2.0.
<mental_ray_renderer>.TriangleFilterWidth Float default: 2.0 -- float
Get/set the Triangle filter width. Possible values are between 0.0 and 8.0, default
is 2.0.
<mental_ray_renderer>.TriangleFilterHeight Float default: 2.0 -- float
Get/set the Triangle filter height. Possible values are between 0.0 and 8.0, default
is 2.0.
<mental_ray_renderer>.MitchellFilterWidth Float default: 4.0 -- float
Get/set the Mitchell filter width. Possible values are between 0.0 and 8.0, default
is 4.0.
<mental_ray_renderer>.MitchellFilterHeight Float default: 4.0 -- float
Get/set the Mitchell filter height. Possible values are between 0.0 and 8.0, default
is 4.0.
<mental_ray_renderer>.LanczosFilterWidth Float default: 4.0 -- float
Get/set the Lanczos filter width. Possible values are between 0.0 and 8.0, default
is 4.0.
<mental_ray_renderer>.LanczosFilterHeight Float default: 4.0 -- float
Get/set the Lanczos filter height. Possible values are between 0.0 and 8.0, default
is 4.0.
Renderer Tab > Sampling Quality Rollout > Spatial Contrast:
<mental_ray_renderer>.RedSpatialContrast Float default: 0.01 -- float
Get/set the Red Spatial Contrast value.
<mental_ray_renderer>.GreenSpatialContrast Float default: 0.01 -- float
Get/set the Green Spatial Contrast value.
<mental_ray_renderer>.BlueSpatialContrast Float default: 0.01 -- float
Get/set the Blue Spatial Contrast value.
<mental_ray_renderer>.AlphaSpatialContrast Float default: 0.01 -- float
Get/set the Alpha Spatial Contrast value.
Renderer Tab > Sampling Quality Rollout > Options:
<mental_ray_renderer>.LockSamples BooleanClass default: false -- boolean
Get/set the Lock Samples checkbox state.
<mental_ray_renderer>.Jitter BooleanClass default: false -- boolean
Get/set the Jitter checkbox state.
<mental_ray_renderer>.TaskSize Integer default: 32 -- integer
Get/set the Bucket Width value.
<mental_ray_renderer>.TaskOrder Integer default: 0 -- integer
Get/set the Bucket Order.
Possible values are:
0 - Hilbert (best)
1 - Spiral
2 - Left to right
3 - Right to left
4 - Top-down
5 - Bottom-up
Any values above 5 will be clamped to 0 - Hilbert (best)
<mental_ray_renderer>.FrameBufferType Integer default: 0 -- integer
Controls the Frame Buffer Type.
Possible values are:
0 - Integer (16 bits per channel)
1 - Floating-Point (32 bits per channel)
Available in 3ds Max 8 and higher.
Renderer Tab > Rendering Algorithms Rollout
Renderer Tab > Rendering Algorithms Rollout > Scanline:
<mental_ray_renderer>.ScanlineEnable BooleanClass default: true -- boolean
Get/set the Enable Scanline checkbox.
<mental_ray_renderer>.ScanlineMethod Integer default: 0 -- integer
Enable/disable the Fast Rasterizer method.
Possible values are:
1 - Use Fast Rasterizer (Rapid Motion Blur)
0 and any integer other than 1 - Disable Fast Rasterize.
<mental_ray_renderer>.RapidCollectRate Integer default:3-- integer
Get/set the selection of the Samples per Pixel drop-down list.
Possible values are
0 - 1
1 - 4
2- 9
3- 16 (default)
4- 25
5- 36
6- 49
7- 64
8- 81
9- 100
10- 121
11 - 144
12 - 169
13 - 196
14 - 225
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.RapidShadingSamples Float default:2.0 -- float
Get/set the Shades per Pixel value.
Available in 3ds Max 8 and higher.
Renderer Tab > Rendering Algorithms Rollout > Ray Tracing:
<mental_ray_renderer>.RaytraceEnable BooleanClass default: true -- boolean
Get/set the Enable Ray Tracing checkbox.
<mental_ray_renderer>.Autovolume BooleanClass default: false -- boolean
Get/set the Use Autovolume checkbox.
Renderer Tab > Rendering Algorithms Rollout > Raytrace Acceleration:
<mental_ray_renderer>.RaytraceMethod Integer default:0-- integer
Get/set the Raytrace Method drop-down list.
Possible values are:
0 - BSP
4 - BSP2 (available in 3ds Max 2009 and higher)
Available in 3ds Max 7 and higher.
NOTE:The previously available options Grid (1) and Large BSP (2) have been removed in 3ds Max 2009. Setting the . RaytraceMethod property to 1, 2 or 3 via MAXScript will effectively set the acceleration to BSP2.
<mental_ray_renderer>.BSPSize Integer default: 10 -- integer
Get/set the BSP Size valueavailable when RaytraceMethodis set to BSP
<mental_ray_renderer>.BSPDepth Integer default: 40 -- integer
Get/set the BSP Depth valueavailable when RaytraceMethod is set to BSP.
NOTE:The properties GridSize2 , GridDepth and GridResolution added in 3ds Max 7 have been removed in 3ds Max 2009 together with the Grid acceleration method.
Renderer Tab > Rendering Algorithms Rollout >Reflection/Refraction:
<mental_ray_renderer>.MaximumTraceDepth Integer default: 6 -- integer
Get/set the Max.TraceDepth value.
<mental_ray_renderer>.MaximumReflections Integer default: 4-- integer
Get/set the Max.Reflections value.
Available in 3ds Max 2009 and higher.
<mental_ray_renderer>.MaximumRefractions Integer default: 6 -- integer
Get/set the Max.Refractions value.
<mental_ray_renderer>.ReflectionsEnable Boolean default: true -- boolean
Get/set the state of the Enable Reflections checkbox.
<mental_ray_renderer>.RefractionsEnable Boolean default: true -- boolean
Get/set the state of the Enable Refractions checkbox.
Available in 3ds Max 2009 and higher.
Renderer Tab > Rendering Algorithms Rollout > Subset Pixel Rendering:
<mental_ray_renderer>.enable_subset_pixel_rendering Boolean default: false -- boolean
Get/set the state of the "Render changes to selected objects only" checkbox. When
checked, only pixels belonging to changed objects will be updated.
Available in 3ds Max 2009 and higher.
Renderer Tab > Camera Effects Rollout
Renderer Tab > Camera Effects Rollout > Motion Blur:
<mental_ray_renderer>.MotionBlurEnable BooleanClass default: false -- boolean
Get/set the state of the Enable Motion Blur checkbox.
<mental_ray_renderer>.MotionBlurAllObjects BooleanClassdefault: true -- boolean
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.Shutter Float default:0.5-- float
Get/set the Shutter Duration (frames) value.Lowest value is 0.0, default is 0.5, practically unlimited.
<mental_ray_renderer>.MotionBlurOffset Float default:-0.25 -- float
Get/Set the Shutter Offset (frames) value.
Available in 3ds Max 8 and higher.
<mental_ray_renderer>.Segments Integer default: 1 -- integer
Get/Set the Motion Segments value. Possible values are between 1 (default) and 15. Values outside this range
will be clamped to the range.
<mental_ray_renderer>.TimeSamples Integer default: 5 -- integer
Get/set the Time Samples value. Possible values are between 0 and 100. Lower or higher values will be clamped
automatically to this range.
<mental_ray_renderer>.RapidMotionResample Integer default: 1 -- integer
Get/set the Time Samples (Fast Rasterizer) valueavailable when Fast Rasterizer is enabled.
Possible values are between 1 and 128. Lower or higher values will be clamped automatically
to this range.
Available in 3ds Max 7 and higher.
Renderer Tab > Camera Effects Rollout > Contours:
<mental_ray_renderer>.EnableContours BooleanClass default: false -- boolean
Get/set the state of the Enable contours checkbox.
<mental_ray_renderer>.Contour_Contrast_Shader Contour_Contrast_Function_Levels__contour default: DefaultContourContrastShader:Contour Contrast Function Levels (contour) -- SubAnim
Get/set the Contrast shader.
The default shader is:
mental_ray_renderer.Contour_Contrast_Shader - superclass: textureMap; super-superclass:material - 10:0 - classID: #(2004031007, -2112913332)
<mental_ray_renderer>.Contour_Output_Shader Contour_Composite__contour default:DefaultContourOutputShader:Contour Composite (contour) -- SubAnim
Get/set the Output shader.
The default shader is:
mental_ray_renderer.Contour_Output_Shader - superclass: textureMap; super-superclass:material - 4:0 - classID: #(2004031007, 1963608696)
<mental_ray_renderer>.Contour_Store_Shader Contour_Store_Function__contour default: DefaultContourStoreShader:Contour Store Function (contour) -- SubAnim
Get/set the Store shader.
The default shader is:
mental_ray_renderer.Contour_Store_Shader - superclass: textureMap; super-superclass:material - 11:0 - classID: #(2004031007, -1957461970)
Renderer Tab > Camera Effects Rollout > Camera Shaders:
<mental_ray_renderer>.Enable_Camera_Lens_Shader BooleanClass default: true -- boolean
Get/set the state of the Lens checkbox enabling the Lens Camera shader.
<mental_ray_renderer>.Camera_Lens_Shader UndefinedClass default: undefined
Get/set the Lens Camera shader.
<mental_ray_renderer>.Enable_Camera_Output_Shader BooleanClass default:false-- boolean
Get/set the state of the Output checkbox enabling the Output Camera shader.
<mental_ray_renderer>.Camera_Output_Shader GlaretextureMap default: DefaultOutputShader:Glare -- SubAnim
Get/set the Output Camera shader.
<mental_ray_renderer>.Enable_Camera_Volume_Shader BooleanClass default: true -- boolean
Get/set the state of theVolume checkbox enabling the Volume Camera shader.
<mental_ray_renderer>.Camera_Volume_Shader UndefinedClass default: undefined
Get/set the Volume Camera shader.
Renderer Tab > Camera Effects Rollout > Depth Of Field:
<mental_ray_renderer>.DepthOfFieldEnable BooleanClass default: false -- boolean
Get/set the state of the Enable depth of field checkbox.
<mental_ray_renderer>.DepthOfFieldMode Integer default: 0 -- integer
Get/set the selection in the depth of field mode drop-down list.
Possible values are
0 - f-Stop
1 - In Focus Limits
<mental_ray_renderer>.FocusPlane Float default: 100.0 -- float
Get/set the Focus Plane value available when the Focus mode is set to f-Stop.
<mental_ray_renderer>.fStop Float default: 1.0 -- float
Get/set the f-Stop value available when the Focus mode is set to f-Stop.
<mental_ray_renderer>.NearFocus Float default: 90.0 -- float
Get/set the Near focus value available when the Focus mode is set to In Focus Limits.
<mental_ray_renderer>.FarFocus Float default: 110.0 -- float
Get/set the Far focus value available when the Focus mode is set to In Focus Limits.
Renderer Tab > Shadows & Displacement
Renderer Tab > Shadows & Displacement > Shadows:
<mental_ray_renderer>.ShadowsEnable BooleanClass default: true -- boolean
Get/set the state of the Enable Shadows checkbox.
Get/set the Shadows Mode drop-down list selection.
Possible values are
0 - Simple
1 - Sort
2 - Segment
Renderer Tab > Shadows & Displacement > Shadow Maps:
<mental_ray_renderer>.EnableShadowMaps BooleanClass default: true -- boolean
Get/set the state of the Enable Shadow Maps checkbox.
<mental_ray_renderer>.MotionBlurShadowMapsEnable BooleanClass default: true -- boolean
Get/set the state of the Motion Blur checkbox.
<mental_ray_renderer>.ShadowMapRebuild BooleanClassdefault: true -- boolean
Get/set the state of the Rebuild (Do Not Re-Use Cache) checkbox.
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.UseShadowMapFile BooleanClassdefault: false -- boolean
Get/set the state of the Use File checkbox.
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.ShadowMapFilename String default: "" -- string
Get/set the name of the Shadow Maps file.
Available in 3ds Max 7 and higher.
Renderer Tab > Shadows & Displacement > Displacement (Global Settings):
<mental_ray_renderer>.view BooleanClass default: true -- boolean
Get/set the state of the View checkbox.
<mental_ray_renderer>.Smooth BooleanClass default: true -- boolean
Get/set the state ofthe Smoothing checkbox.
Available in 3ds Max 8 and higher.
<mental_ray_renderer>.Edge_Length Float default: 2.0 -- float
Get/set the Edge Length value in pixels.
<mental_ray_renderer>.Max_Displace Float default: 20.0 -- float
Get/set the Max.Displace value.
<mental_ray_renderer>.Max_Level Integer default: 6 -- integer
Get/Set the Max.Subdiv. value.
Possible values are:
0 - 4
1 - 16
2 - 64
3 - 256
4 - 1K
5 - 4K
6 - 16K
7 - 64K
Global Illumination Tab > Skylight & Environment Lighting (IBL) Rollout
<mental_ray_renderer>.IBLEnable BooleanClass default: true -- boolean
Get/set the state of the Skylight Mode radio buttons.
Possible values are:
False - Skylight Illumination from Final Gather (FG)
True - Skylight Illumination from IBL
Available in 3ds Max 2014 and higher.
<mental_ray_renderer>.IBLQuality Float default: 0.5 -- float
Get/set the value of the Shadow Quality spinner.
Available in 3ds Max 2014 and higher.
<mental_ray_renderer>.IBLShadows Integer default: 0 -- integer
Get/set the selection of the Shadow Mode drop-down list.
Possible values are:
0 - Transparent (More Accurate)
1 - Opaque (Faster)
Available in 3ds Max 2014 and higher.
Global Illumination Tab > Final Gathering (FG) Rollout
Global Illumination Tab > Final Gathering Rollout > Basic
<mental_ray_renderer>.numFinalGatherPresets Integer default: 6 -- integer
Get the number of Final Gather Presets. Exposed by the mental_ray_renderer_functions Interface.
Available in 3ds Max 2009 and higher.
<mental_ray_renderer>.FinalGatherEnable2 BooleanClass default: false -- boolean
Get/set the state of the Final Gather Enable checkbox.
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.FGMultiplierScalar Floatdefault:1.0 -- float
Get/set the Final Gather Multiplier value.
<mental_ray_renderer>.FGMultiplierColor colordefault:(color 255 255 255) -- color
Get/set the Final Gather Multiplier color.
<mental_ray_renderer>.FGProjectionMode Integerdefault: 0 -- integer
Get/set the selection index of the Final Gather Projection Mode drop-down list.
Possible values are:
0 - Project FG Points From Camera Position (Best For Stills)
1 - Project Points From Positions Along Camera Path
A value of 0 disables FG Shooters. A value of 1 enables FG Shooters. Any values outside
of 0 and 1 will be assumed as 0.
Available in 3ds Max 2010 and higher.
<mental_ray_renderer>.FGProjectionModeNumSegments Integerdefault: 9 -- integer
Get/set the number of segments to divide thecamera path into when .FGProjectionMode is set to 1.
Possible values are: 1,4,9,16,25,36,49,64,81,100 (or N^2 where N is between 0 and
10).
Note that the UI exposes this property as a drop-down list, but the MAXScript value
does NOT control the index of the drop-down list's selection but the actual value
to be used. Only values that are on the list can be effectively specified though -
any values not on the list will be clamped down to the nearest value. For example,
assigning the value of 8 will set the property to 4, assigning 10 will set it to 9
and so on.
The higher this number is set to, the higher the initial Final Gather Point density
should be.
Available in 3ds Max 2010 and higher.
<mental_ray_renderer>.FinalGatherDensity Floatdefault:1.0 -- float
Get/set the Initial FG Point Density value.
<mental_ray_renderer>.FinalGatherAccuracy Integer default: 250 -- integer
Get/set the Rays per FG Point value.
<mental_ray_renderer>.FinalGatherInterpolationSamples Integerdefault:27 -- integer
Get/set the Interpolate Over Num. FG Points value.
<mental_ray_renderer>.FinalGatherBounces Integer default: 0 -- integer
Get/set the Diffuse Bounces value.
Available in 3ds Max 8 and higher.
<mental_ray_renderer>.FinalGatherBounceMultiplier Floatdefault:1.0 -- float
Get/set the Final Gather Diffuse Bounces Weight value.
Global Illumination Tab > Final Gathering Rollout > Advanced
<mental_ray_renderer>.FinalGatherFilter Integer default: 1 -- integer
Get/set the selection of the Noise Filtering (Speckle Reduction) drop-down list. Possible
values are:
0 - None
1 - Standard
2 - High
3 - Very High
4 - Extremely High
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.FinalGatherPreview BooleanClass default: false -- boolean
Get/set the state of the Draft Move (No Precalculations) checkbox.
Indirect Illumination Tab > Final Gather Rollout > Trace Depth
<mental_ray_renderer>.FinalGatherTraceDepth Integer default: 5 -- integer
Get/set the Final Gather Max.Depth value.
<mental_ray_renderer>.FinalGatherReflectionDepth Integer default: 5 -- integer
Get/set the Final Gather Max.Reflections value.
<mental_ray_renderer>.FinalGatherRefractionDepth Integer default: 5 -- integer
Get/set the Final Gather Max.Refractions value.
<mental_ray_renderer>.FinalGatherFalloff BooleanClass default: false -- boolean
Get/set the state of the Use Falloff (Limits Ray Distance) checkbox.
<mental_ray_renderer>.FinalGatherFalloffStart Float default: 0.0 -- float
Get/set the Falloff Start value.
<mental_ray_renderer>.FinalGatherFalloffStop Float default: 0.0 -- float
Get/set the Falloff Stop value.
Global Illumination Tab > Final Gathering Rollout > FG Point Interpolation
<mental_ray_renderer>.FinalGatherUseRadiusInterpolation BooleanClass default:false -- Boolean
Get/set the state of the Use Radius Interpolation Method (Instead of Num. FG Points) checkbox.
<mental_ray_renderer>.FinalGatherView BooleanClass default: false -- boolean
Get/set the state of the Radii in Pixels checkbox.
<mental_ray_renderer>.UseFinalGatherRadius BooleanClass default: false -- boolean
Get/set the state of the Radius checkbox.
<mental_ray_renderer>.FinalGatherRadius Float default: 1.0 -- float
Get/set the Radius value when Radii in Pixels (. FinalGatherView ) is unchecked.
<mental_ray_renderer>.FinalGatherMinRadius Float default: 0.1 -- float
Get/set the Min. Radius value when Radii in Pixels (. FinalGatherView ) is unchecked.
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.FinalGatherRadius_View Float default: 5.0 -- float
Get/set the Radius value when Radii in Pixels (. FinalGatherView ) is checked.
<mental_ray_renderer>.FinalGatherMinRadius_View Float default: 0.5 -- float
Get/set the Min. Radius value when Radii in Pixels (. FinalGatherView ) is checked.
Global Illumination Tab > Caustics & Photon Mapping (GI) Rollout
Global Illumination Tab > Caustics & Photon Mapping Rollout > Caustics
<mental_ray_renderer>.CausticsEnable BooleanClass default: false -- boolean
Get/set the state of the Caustics Enable checkbox.
<mental_ray_renderer>.CausticMultiplierScalar Floatdefault:1.0 -- float
Get/set the Caustics Multiplier value.
<mental_ray_renderer>.CausticMultiplierColor Colordefault: (color 255 255 255) -- color
Get/set the Caustics Multiplier color.
<mental_ray_renderer>.CausticAccuracy Integer default: 100 -- integer
Get/set the Maximum Num. Photons Per Sample value.
<mental_ray_renderer>.UseCausticRadius BooleanClass default: false -- boolean
Get/set whether to use the Maximum Sampling Radius.
<mental_ray_renderer>.CausticRadius Float default: 1.0 -- float
Get/set the Maximum Sampling Radius value.
<mental_ray_renderer>.CausticsFilter Integer default: 0 -- integer
Get/set the Caustics Filter Type drop-down list selection.
Possible values are:
0 - Box
1 - Cone
2 - Gauss
<mental_ray_renderer>. Kernel Float default: 1.1 -- float
Get/set the Filter Size value.
<mental_ray_renderer>.CausticOpaqueShadows BooleanClassdefault: true -- boolean
Get/set the state of the Opaque Shadows when Caustics are Enabled checkbox.
Available in 3ds Max 7 and higher.
Global Illumination Tab > Caustics & Photon Mapping Rollout > Photon Mapping (GI):
<mental_ray_renderer>.GlobalIllumEnable BooleanClass default: false -- boolean
Get/set the state of the Global Illumination Enable checkbox.
<mental_ray_renderer>.GIMultiplierScalar Float default: 1.0 -- float
Get/set theGlobal Illumination Multiplier value.
<mental_ray_renderer>.GIMultiplierColor Color default: (color 255 255 255) -- color
Get/set the Global Illumination Multiplier coloe.
<mental_ray_renderer>.GlobalIllumAccuracy Integer default: 500 -- integer
Get/set the Maximum Num. Photons Per Sample value.
<mental_ray_renderer>.UseGlobalIllumRadius BooleanClass default: false -- boolean
Get/set whether to use the Maximum Sampling Radius value.
<mental_ray_renderer>.GlobalIllumRadius Float default: 1.0 -- float
Get/set the Maximum Sampling Radius value.
<mental_ray_renderer>.GIPhotonMergeDistance Floatdefault:0.0 -- float
Get/set the Merge Nearby Photons (saves memory) value.
Global Illumination Tab > Caustics & Photon Mapping Rollout > Volumes:
<mental_ray_renderer>.VolumeAccuracy Integer default: 100 -- integer
Get/set the Maximum Num. Photons per Sample value.
<mental_ray_renderer>.UseVolumeRadius BooleanClass default: false -- boolean
Get/set whether to use the Maximum Sampling Radius.
<mental_ray_renderer>.VolumeRadius Float default: 1.0 -- float
Get/set the Maximum Sampling Radius value.
Global Illumination Tab > Caustics & Photon Mapping Rollout > Trace Depth:
<mental_ray_renderer>.GIMaximumTraceDepth Integer default: 5 -- integer
Get/set the value of the Max.Depth spinner.
<mental_ray_renderer>.GIMaximumReflections Integer default: 5 -- integer
Get/set the value of the Max.Reflections spinner.
<mental_ray_renderer>.GIMaximumRefractions Integer default: 5 -- integer
Get/set the value of the Max.Refractions spinner.
Global Illumination Tab > Caustics & Photon Mapping Rollout > Light Properties:
<mental_ray_renderer>.GlobalLightCausticPhotons Integer default:20000 -- integer
Get/set the Average Caustic Photons per Light value.
<mental_ray_renderer>.GlobalLightGIPhotons Integer default:20000 -- integer
Get/set the AverageGIPhotons per Light value.
<mental_ray_renderer>.GlobalLightDecay Float default: 2.0 -- float
Get/set the Decay value.
Global Illumination Tab > Caustics & Photon Mapping Rollout > Geometry Properties:
<mental_ray_renderer>.OverrideIIObjProps BooleanClass default: false -- boolean
Get/set the state of the All Objects Generate & Receive GI and Caustics checkbox.
Global Illumination Tab > Reuse (FG and GI Disk Caching) Rollout
Global Illumination Tab > Reuse (FG and GI Disk Caching) Rollout > Mode
<mental_ray_renderer>.IlluminationCacheMode Integer default: 0 -- integer
Get/set the selection of the Mode drop-down list.
Possible values are:
0 - Single File Only (Best for Walkthrough and Stills)
1 - One File Per Frame (Best for Animated Objects)
Available in 3ds Max 2010 and higher.
<mental_ray_renderer>.SkipFinalRender BooleanClass default: false -- boolean
Get/set the state of the Calculate FG/GI and Skip Final Rendering checkbox.
When checked, the Final Gather or Global Illumination calculations will be peformed
to create the respective maps on disk, but the final image will not be rendered.
Available in 3ds Max 2010 and higher.
Global Illumination Tab > Reuse (FG and GI Disk Caching) Rollout > Final Gather Map
<mental_ray_renderer>.UseFinalGatherFile BooleanClass default: false -- boolean
When set to true, the Final Gather Map drop-down list will be set to Incrementally Add FG Points To Map Files or Read FG Points Only from Existing Map Files mode depending on whether .FinalGatherFreeze is set to false or true.
When set to false, the Final Gather Map drop-down list will be set to Off (Do not Cache Map to Disk) mode.
<mental_ray_renderer>.FinalGatherFreeze :BooleanClass default:false -- boolean
Used only when .UseFinalGatherFile is set to true.
If set to false, the Final Gather Map drop-down list will be set to Incrementally Add FG Points To Map Files causing Final Gather to update the files on disk.
If set to true, the Final Gather Map drop-down list will be set to Read FG Points Only from Existing Map Files causing the Final Gather to freeze the existing files and reuse them without modifying
them.
<mental_ray_renderer>.FGInterpolateNFrames Integer default: 2 -- integer
Get/set the value of the Interpolate Over N Frames spinner.
Available in 3ds Max 2010 and higher.
<mental_ray_renderer>.FinalGatherFilename String default: "" -- string
Get/set the Final Gather Map filename.
<mental_ray_renderer>.FinalGatherTempFilename String default: "C:\Program Files\Autodesk\3ds Max 2010\sceneassets\renderassets\temp.fgm" -- string
Get/set the Final Gather Map Temp. filename.
Available in 3ds Max 2009 and higher.
See Also the mental_ray_renderer_functions Interface for methods related to managing the Final Gather maps and Final Gather Presets.
Global Illumination Tab > Reuse (FG and GI Disk Caching) Rollout > Caustics and Global
Illumination Photon Map
<mental_ray_renderer>.PhotonMapUseFile BooleanClassdefault: false -- boolean
When set to false, no photon maps will be cached on disk and the drop-down list will
be set to Off (Do not Cache Map on Disk).
When set to true, photon maps will be used and the drop-down list will be set depending
onwhetherthe state of the .PhotonFreeze value is false or true - either to Read/Write Photons to Map Files or to Read Photons Only from Existing Map Files.
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.PhotonFreeze BooleanClass default: false --Boolean
Get/set whether to update the existing Photon Map files on disk or to reuse them without
updating. Only used when .PhotonMapUseFile is set to true.
When set to false, the list will show Read/Write Photons to Map Files and the files will be updated.
When set to true, the list will show Read Photons Only from Existing Map Files and the existing files will be used without updating.
Available in 3ds Max 2010 and higher.
<mental_ray_renderer>.PhotonMapFilename String default: "" -- string
Get/set the photon map file name.
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.FinalGatherOnly BooleanClass default: false -- boolean
<mental_ray_renderer>.PhotonsOnly BooleanClass default: false --Boolean
Processing Tab > Translator Options Rollout
ProcessingTab >Translation OptionsRollout > Memory Options:
<mental_ray_renderer>.Use_Placeholders BooleanClass default: false -- boolean
Get/set thestate of the Use Placeholder Objects checkbox.
<mental_ray_renderer>.Conserve_Memory BooleanClass default: false -- boolean
Get/set the state of the Conserve Memory checkbox.
<mental_ray_renderer>.mental_ray_Manages_Maps BooleanClassdefault: false -- boolean
Get/set the state of the Use mental ray Map Manager checkbox.
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.Memory_Limit Integer default: 650 -- integer
Get/set the manual Memory Limit value.
Since 3ds Max 2010, it is not exposed to the UI anymore and is not used by default - see below:
<mental_ray_renderer>.Memory_Limit_Auto BooleanClass default: true -- integer
Get/set the state of the internal Automatic Memory Limit switch.
It is on by default, causing an automatic calculation of the memory limit based on
the installed and available memory.
When set to false, the .Memory_Limit value will be used instead.
See Interface: IBitmapPager for details.
Available in 3ds Max 2010 and higher.
Processing Tab > Translation Options Rollout > GeometryCaching:
<mental_ray_renderer>.EnableGeometryCache BooleanClass default: false -- boolean
Get/set the state of theGeometryCache Enable checkbox.
Available in 3ds Max 2009 and higher.
<mental_ray_renderer>.IsGeometryCacheEmpty BooleanClassdefault: true -- Boolean
Get whether theGeometryCache is empty (true) or full (false). To clear theGeometryCache,
use the .ClearGeometryCache() method exposed by the mental_ray_renderer_functions interface.
Available in 3ds Max 2009 and higher.
<mental_ray_renderer>.LockGeometryCache BooleanClass default: false -- boolean
Get/set the state of theGeometryCache Lock checkbutton. When set to true, the cache will not be updated even if scene objects
have changed.
Available in 3ds Max 2009 and higher.
Processing Tab > Translation Options Rollout > Material Override:
<mental_ray_renderer>.Enable_Material_Override BooleanClass default: false -- boolean
Controls the state of the Enable checkbox in the Material Override group of controls in the Translator Options rollout of the Processing tab. When set to true, the material assigned to the .Override_Material property will be used to override all scene materials.
Available in 3ds Max 8 and higher.
<mental_ray_renderer>.Override_Material UndefinedClass default: undefined
Get/Set the Override Material assigned through the Material Override group of controls in the Translator Options rollout of the Processing tab. When the .Enable_Material_Override property is set to true, this material will be used to override all scene materials.
Available in 3ds Max 8 and higher.
Processing Tab > Translation Options Rollout >Export to .mi File
<mental_ray_renderer>.Export_On_Render BooleanClass default: false -- boolean
Get/set the state of the Export on Render checkbox.If true, an .mi file will be generated when the renderer is called.
<mental_ray_renderer>.Export_ASCII BooleanClass default: true -- boolean
Get/set the state of the Un-compressed checkbox.If true, the content of the .mi file will be pure ASCII without compression.
<mental_ray_renderer>.Incremental_Echo BooleanClassdefault: false -- boolean
Get/set the state of the Incremental (Single File) checkbox.
Available in 3ds Max 7 and higher.
<mental_ray_renderer>.Export_Filename String default: "" -- string
Get/set the .mi file nameto export.
Processing Tab > Translation Options Rollout >Render Passes
No properties exposed.
Processing Tab > Translation Options Rollout >Mapping
<mental_ray_renderer>.Skip_Texture_Maps BooleanClass default:false -- boolean
Get/set the state of the Skip Maps and Textures checkbox.
Processing Tab > Diagnostics Rollout
<mental_ray_renderer>.DiagnosticsEnabled BooleanClass default: false -- boolean
Get/set the state of the Diagnostics Enable checkbox.
<mental_ray_renderer>.DiagnosticMode Integer default: 0 -- integer
Get/set the Diagnostics Mode radio buttonstate.
Possible values are:
0 - Sampling Rate
1 - Coordinate Space
2 - Photon
3 - BSP
4 - Final Gather
<mental_ray_renderer>.DiagnosticGridMethod Integer default: 0 -- integer
Get/set the selection of the BSP Mode drop-down list.
Possible values are:
0 - Object
1 - World
2 - Camera
<mental_ray_renderer>.DiagnosticGridSize Float default: 1.0 -- float
Get/set the Grid Size value..
<mental_ray_renderer>.DiagnosticPhotonMethod Integer default: 0 -- integer
Get/set the selection of the BSP Mode drop-down list.
Possible values are:
0 - Density
1 - Irradiance
<mental_ray_renderer>.DiagnosticBSPMethod Integer default: 0 -- integer
Get/set the selection of the BSP Mode drop-down list.
Possible values are:
0 - Depth
1 - Size
Processing Tab > Distributed Bucket Rendering Rollout
<mental_ray_renderer>.DistributedEnable BooleanClass default: false -- boolean
Get/set the state of the Distributed Render checkbox.
<mental_ray_renderer>.LocalBitmaps BooleanClass default: false -- boolean
Get/set the state of the DistributedMaps checkbox.
Last Time Statistics
<mental_ray_renderer>.LastTotalNonRenderTime_ms : integer
The time, in milliseconds, spent by the translator outside of rendering. The accounts
for everything the translator does outside of the command that starts the mental ray
render. If placeholders are being used, then geometry translation time will not be
included in thisvalue; only placeholder setup time will be accounted for.
Available in 3ds Max 9 and higher.
<mental_ray_renderer>.LastTotalGeomTranslationTime_ms : integer
The time, in milliseconds, spent translating geometry. If placeholders are OFF, this
is a subset of LastTotalNonRenderTime_ms; if placeholders are ON, this time accounts
for both placeholder setup (mostly bounding boxes calculations) and placeholder geometry
translation.
Available in 3ds Max 9 and higher.
The translator outputs the statistics as information messages in the mental ray message
window.
HERE IS A SAMPLE:
|
MSG 0.0 info : Total non-render time: 71.3281 s.
MSG 0.0 info : Total geometry translation time: 3.5781 s.
MSG 0.0 info : Total number of entities translated: 7884.
|
Other Properties
<mental_ray_renderer>.SlavesOnly BooleanClass default: false -- boolean
<mental_ray_renderer>.BarycentricClipLimitMultiplier Floatdefault:1.0 -- float
<mental_ray_renderer>.TaskSizeAuto BooleanClass default:true -- boolean
Enable/disable the automatic bucket size adjustment when rendering very low resolution
images.
When set to true (default), mental ray will adjust the bucket size automatically to
use all cores optimally (for example when updating Material Editor samples).
When set to false, the specified bucket size will be used, potentially causing a single
core to work on a Material Editor sample.
The setting is saved with the scene, but is not exposed to the UI.
Available in 3ds Max 2011 and higher.
mental_ray_renderer interfaces:
Interface: IMtlRender_Compability_Renderer
No Properties, Methods or Actions exposed.
Interface: mental_ray_renderer_functions
Properties:
<mental_ray_renderer>.numFinalGatherPresets : integer : Read
Get the number of Final Gather Presets.
Available in 3ds Max 2009 and higher.
Methods:
<void><mental_ray_renderer>.ClearGeometryCache noPrompt:<boolean>
noPrompt default value: false
Clears theGeometryCache. Equivalent to pressing the ClearGeometryCache button in the
UI. If the noPrompt : optional keyword argument is supplied as true, the Cache will be cleared without
prompting the user.
Available in 3ds Max 2009 and higher.
<void><mental_ray_renderer>.DeleteFinalGatherFile noPrompt:<boolean>
noPrompt default value: false
Deletes the Final Gather map file. Equivalent to pressing the [X] button in the UI.
If the noPrompt : optional keyword argument is supplied as true, the Final Gather map file will be
cleared without prompting the user.
Available in 3ds Max 2009 and higher.
<string><mental_ray_renderer>.GetFinalGatherPresetName <index>index
Returns the name of the indexed Final Gather Preset.
Available in 3ds Max 2009 and higher.
<void><mental_ray_renderer>.CaptureFinalGatherPreset <index>index
Captures the current settings into the current Final Gather Preset.
Available in 3ds Max 2009 and higher.
<void><mental_ray_renderer>.RestoreFinalGatherPreset <index>index
Restores the indexed Final Gather Preset.
Available in 3ds Max 2009 and higher.
<index><mental_ray_renderer>.FindFinalGatherPreset ()
Returns the index of thecurrentFinal Gather Preset.
Available in 3ds Max 2009 and higher.
<void><mental_ray_renderer>.UpdateUI()
Reloads the mental ray UI from internal parameters, similar to renderSceneDialog.Update() .
This method is much faster and produce fewer display artifacts then the equivalent
renderSceneDialog method. However it updates only mental ray parameters, thus having
no effect on the Common tab of the Render Dialog.
Available in 3ds Max 2009 and higher.
<void><mental_ray_renderer>.CommitUI()
Sets mental ray internal parameters based on the UI, similar to renderSceneDialog.Commit()
Available in 3ds Max 2009 and higher.