Known Limitations
- Ambient Occlusion
- There is no additional scene selection mechanism supported to exclude
certain objects from native ambient occlusion computation. The regular
shadow object and instance flags are respected, but the
finalgather flags are not taken into account. If this is desired
then final gathering may be used to calculate just the ambient occlusion
information, even if it takes longer to finish due to calling of shaders.
- The native ambient occlusion cache can not be stored in files on disks.
- 3.13
The ambient occlusion pass can take advantage of a CUDA-capable GPU,
and may switch to CPU computation automatically if the GPU does not meet
the requirements, like if the GPU generation is too old, or GPU memory is
not sufficient. The GPU memory detection mechanism may be incorrect or
fail in certain setups, but render options in the scene or on the command
line can be used to override the behavior and chose GPU or CPU explicitly.
- Assemblies
- Assemblies may not update after incremental changes of their scene
representation.
- BRDF/BSDF
- There is currently no support for measured BRDF data as input to a mental
ray BRDF. The BRDF/BSDF which is attached to a material is currently used to
estimate lighting distribution for direct illumination and IBL only, to
improve performance and quality. It is not used similarly in any indirect
illumination algorithm in mental ray, but instead it is point-sampled like
regular material 'black-box' shaders.
- Catmull-Clark Meshes
- The current implementation does not support automatic splitting of large
input faces.
- The current implementation does not support variable creases. If this is
needed the regular hierarchical subdivision surfaces should be used.
- Detail Shadowmaps
- Detail shadow maps cannot be used in segmented shadow mode. They do not
support shadowmap merging.
- Emissive Objects 3.13
- The object light "marker" shader can turn a single object into a light,
but not more than one. If multiple objects should behave as light sources
then each of these objects should get another instance of the "marker"
assigned, even if the parameters are identical and suggest to share a single
instance of the same shader.
- Frame Buffer Files
- For cached frame buffers, the temporary disk files are saved in 'tiled'
.map
format which is limited to a file size of 2GB. Therefore,
a single frame buffer may not exceed this 2GB size limit. For example, the
resolution of a square 8-bit RGBA frame buffer is limited to about
23,000 x 23,000 pixels.
- Global Illumination Engine (Prototype) 3.13
-
This engine does only work on the CPU at the moment. It does not take advantage
of a GPU. On the other hand, and in contrast to the previous
GI GPU mode, it works with all the mental ray rendering effects and most
custom shaders seamlessly, with few exceptions (some volume shaders).
- This engine is supposed to cover all previous GI modes, like final
gathering, GI photons, irradiance particles, with a single solution. If this
mode is enabled then the settings of the older features are ignored.
- GI GPU 3.13
-
This engine is going to be superseded by the New Global
Illumination Engine.
-
Motion blur is not fully supported. A scene with motion blur will render but
use just a static GI GPU solution, which may show artifacts if the movement is
large or the lighting will change noticeably in the animation. Ray perturbing
lens, volume, and scattering shaders are not supported. Hair and particle
scene primitives are not supported.
- Hair
-
A single motion vector is supported for hair but not multiple, leading to a
linear blur effect only.
- Importons
-
When tracing importons lens shaders are currently ignored.
- Irradiance Particles
-
Irradiance Particles cannot be used in combination with globillum photons.
mental ray will automatically adjust the rendering options on attempts to
enable incompatible features, to allow existing scenes to be rendered with
the new algorithm easily. However, Irradiance Particles are compatible with
caustic photons and final gathering.
- iray Rendering Mode
-
The iray rendering mode is functional but may be limited on certain platforms.
If the installed GPU hardware, graphics driver software, or CUDA software is
not capable of running iray then mental ray will execute a CPU version of the
algorithm instead, which delivers identical results but typically requires
much more time to finish.
- Light Importance Sampling
3.13
-
Moving lights and user area lights are currently not supported.
For lights with IES profiles, especially those with "blind spots", pre-sampling
may estimate intensity incorrectly leading to illumination artifacts or slow
convergence rate.
- Map Data
- There is currently no support for visualization of map files in the
native image tools.
-
Using map data in distributed network rendering is not fully supported yet.
Although material shaders are allowed to manipulate a map at the same time
it is used during rendering, this mode currently requires special attention
in custom shaders to synchronize the map content properly. This is not
necessary in more common use cases of generating the map content prior to
rendering, like in a pre-process, a previous rendering, or by an external
application.
- MetaSL Support
- The current support for MetaSL features is not completed. Two back-ends
are currently supported for software rendering on all platforms: the C/C++
back-end using an external compiler, and the LLVM back-end not depending on
external tools, and replacing the previously offered .NET back-end running
on Windows only. Most MetaSL shaders should work in the current version, but
certain advanced effects may show problems until more MetaSL features are
fully functional.
- MDL Support
- The MDL materials are considered a closed entity in mental ray currently.
That means, they can not be connected to any other shaders, including other
MDL-based nodes. The published parameters of MDL materials can be controlled
by setting explicit values, but they can not be driven by outputs of other
nodes. However, MDL materials and traditional shaders can co-exist within a
scene and should render without problems with mental ray.
- The MDL materials are intended to render a similar result when using
mental ray, or iray - GPU or CPU. The quality and certain features of MDL
effects may differ though, dependent on the capabilities of the render mode
chosen.
- Multiple Importance Sampling
-
The same limitations apply as for light importance sampling.
- Progressive Rendering
- In this rendering mode just the main color framebuffer is computed.
Although the traditional shading model is supported certain advanced features
implemented in shaders may not work. Especially shaders which perform
oversampling are generally not well suited for this rendering mode because
sampling cannot be controlled and optimized by mental ray. The progressive
rendering performance may suffer noticeably in such cases.
- Rasterizer
- The order of compositing of the samples from transparent objects is
undetermined, like not using a depth-sorted ordering for example.
- Visible area lights are not rendered by the rasterizer.
- Stereoscopic
- The only algorithms affected by stereoscopic rendering are the "first hit"
renderers: scanline, rasterizer and tracing eye rays. Other view dependent
algorithms like final gathering, importons, or tessellation, operate as if
a single camera was used, that is they work from the "center eye". Similarly,
shaders can not determine which of the two eyes is being rendered. In particular,
state->camera
refers to the "center eye", not the one actually
being rendered.
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