- Options 3.13
-
- String Options
- Unified Sampling
3.13
- Legacy Sampling
- Sampling Options
- Progressive Rendering
- Tessellation Quality
- Motion Blur
- Depth Limits
- Shadows
- Rendering Algorithms
- Feature Selection
- Caustics
- Global Illumination (Photons)
- Global Illumination GPU
3.12
- Global Illumination "Next" (Prototype)
3.13
- Final Gathering
- Ambient Occlusion
- Ambient Occlusion Pass, GPU Accelerated
3.13
- Importons
- Irradiance Particles
- Image-Based Lighting
- Importance Sampling
3.13
- iray Rendering Mode
- Frame Buffer Control
- Scene Geometry
- Contours
- State Shaders
- Diagnostic Modes
- Miscellaneous
Options
options "name"
option_statements
end options
Options blocks contain global settings like rendering
modes, default or override values for properties of scene elements, and
other general settings. One options block scene element must be specified
to the render statement in order to
render a scene. Most of the render options values can be overridden with
an appropriate command-line option.
The following option_statements are supported:
String Options
Traditionally, option names are hardcoded in the .mi syntax and in the
data structures of the programming interface. New options are implemented
as arbitrary name value pairs, where the name of the option is
a quoted string, and the value can be a boolean, string, integer, float,
3 floats, or 4 floats:
"name" on|off
"name" "string"
"name" int
"name" float
"name" float float float
"name" float float float float
Only one option of a given name can be specified; the last option overrides
previous ones of the same name. An integer value may be specified in place of
a float value and some options may contain either 3 or 4 floating point values;
besides these exceptions, values of a wrong type are ignored. Also, misspelled
or unknown options are silently ignored by mental ray.
String options can be freely intermixed with other option statements in
the options block, with one exception: a string option may not be preceded by
a frame buffer n option without a type string; the frame buffer
statement should therefore contain an empty type string
(frame buffer n "").
By convention, option names consist of multiple words separated by a blank
space where the first word specifies the logical group or affected feature
of the option, as in "finalgather mode" "automatic".
The string options provide a more general and flexible syntax to specify
options in the .mi format; the syntax does, however, not specify the semantics
of how specific options are used by mental ray. It is also possible to provide
options which are not known by mental ray but could be used by custom shader
packages using the C++ shader
interface extensions.
Those string options which are supported by mental ray are documented below
in line with all other options.
Unified Sampling
-
"unified sampling" on|off
- Turn unified sampling
on or off.
- Once enabled, a simple set of controls can be used to tune the sampling
quality of any of the different primary rendering algorithms.
The native settings of those algorithms are overruled. In addition, this
sampling method uses different approaches for adaptivity to image detail,
working more effectively with oversampling effects like area lights,
motion blur, and depth-of-field.
- The default is
off
.
-
"unified sampling subfilter" on|off
3.13
- Control the unified sampling
filter.
- The value
on
enables a new, superior sample filtering scheme
that improves quality for scenes with a large min/max samples range. It avoids
artifacts of the original filter seen along object edges, on very bright small
highlights, or as flickering in animations, which were caused by disproportional
heavy weighting of pixels with larger number of samples. The new filtering
requires slightly more memory per filtered frame buffer, dependent on the
filter size, the tile size, and the number of rendering threads.
The value off
uses the original filtering scheme for strict
backwards compatibility to the previous version of mental ray.
- The default is
on
.
3.13
-
"samples max" numscalar
- Set the maximum number of samples per pixel.
- If the specified number of samples is reached then no more samples are taken,
regardless of the quality setting. A value of 1.0 means
1 sample per pixel. Higher values enable oversampling,
like 1000 will set a maximum of 1000
samples per pixel. Lower values will cause undersampling, like a setting of
0.5 means 1 sample will
be taken to fill several pixels. This results in a coarse image, suitable for
preview rendering purposes. The number of samples actually rendered for a given
pixel lies between
min and
max settings, and will be determined by the
quality and
error measures during rendering of a scene.
- The default is
100
.
-
"samples min" numscalar
- Set the minimum of samples per pixel.
- The minimum number of samples is always taken, regardless of the demands from
quality and
error measures during rendering of a scene.
The meaning of the value is similar to max.
The number of samples actually rendered for a given pixel lies between
min and
max settings, and will
be determined by the
quality and
error measures during rendering of a scene.
- The default is
1
.
-
"samples quality" r [g b]
- Set the desired sampling quality.
- This is the primary quality control for
unified sampling. It is given as a color
triple or a single scalar value, applying to all color channels identically. Typical
values are between 0.0 and 1.0
but values much higher are also accepted. The higher the quality the more samples are
taken in the areas of largest error.
- The default is
0.5
.
-
"samples error cutoff" r [g b]
- Set the sampling error threshold.
- It is given as a color triple or a single scalar value, applying to all
color channels identically. If set to values greater than
0.0 areas with sample errors which fall below that
threshold won't be considered for more sampling.
- The default is
0.0
.
Legacy Sampling
- contrast r g b [a]
- The color contrast to control spatial
oversampling.
- If neighboring samples differ by more than the color r, g, b,
a, then additional samples are taken controlled by the
recursive supersampling algorithm and
its samples parameters. The contrast is modified based on
the recursion level: at sample level 0, the contrast is used directly;
at sample level 1, the contrast is doubled (effectively requiring a
higher contrast to force another subdivision), and so on. Negative
levels divide the contrast, i.e. use a fraction 1/2 , 1/4 , and so on.
In general, the contrast is multiplied by 2level at
the supersampling level level, which is bounded by samples.
-
This is the primary control of anti-aliasing image quality. Typically values
are 0.1 for r, g, b, and a. Higher values
such as 0.2 or 0.3 reduce quality; lower values increase
quality. Values less than 0.05 do not further increase quality
in most cases. The r, g, b, a components can be specified separately
to allow physiologically correct contrast values; the human eye is much more
sensitive to different shades of green than blue and red, and can only poorly
distinguish shades of blue. The a value should be set to 1.0 if the
matte (alpha) channel is not needed; it is also possible to set a
lower than r, g, b to generate matte channels with a higher quality
than the color image. Note that for high-quality rendering, the
samples parameters must be adjusted.
-
The default is 0.1 0.1 0.1 0.1. If just r g b is
given a defaults to the average of r g b.
- The rasterizer does not use this setting.
- time contrast r g b [a]
- The time contrast to control temporal oversampling
for motion blurred scenes.
- The number of temporal samples is approximately proportional to the
inverse of the time contrast value. Using values for time contrast
that are higher than contrast can speed up motion blur rendering
at the price of more grainy images without degrading the quality of spatial
anti-aliasing. For this reason the mental ray default is chosen much higher
than the spatial contrast.
For fast motion blur, an alternative
non-adaptive sampling technique can be used by setting the time contrast to
0 0 0 and minimum and maximum sampling to the equal relatively high
value, such as 2 2. See the rasterizer for an alternative high-speed
motion blurring algorithm.
- The default is 0.2 0.2 0.2 0.2. If just r g b is
given a defaults to the average of r g b.
- The rasterizer does not use this setting.
-
samples [minint ] maxint
- Determine the minimum and maximum sample rate.
- Each pixel is sampled at least 2min×2min
times and at most 2max×2max
times. (2n in each direction). If min is
0, each pixel is sampled at least once. Positive values
increase the sample rate; negative numbers reduce the sample rate
to less than one initial sample per pixel
(infrasampling). For example, if min is
1, each pixel is sampled at least 2×2 = 4 times, if
min is -1, at least one sample is taken for 2×2
= 4 pixels. min defaults to -2, which means that at
least one sample per 4×4 = 16 pixels is taken. If min
is chosen too small, small features may be lost if all samples
happen to miss it (if it is found just once in any pixel of a task,
mental ray will analyze the feature and render it correctly). If no
min value is given, max - 2 is used by default. It is
recommended to use max values larger than or equal to
min + 2; the difference should not be higher than 3.
Typical values for min and max are -2 0 for
low-quality preview rendering, -1 1 for medium-quality
rendering, and 0 2 or 1 3 for high-quality renders.
Note, that while this option offers simple control of rendering
quality, it is recommended to control quality with the contrast
option, which allows much finer control and deals more gracefully
with high-contrast cases where the samples option can leave
aliasing due to the hard cutoff.
The samples statement should be used only as a hard
sampling limit. If a filter options statement is used to
set a filter other than box 1 1, min and max
must be set to at least -1 0. mental ray enables jittering
by default, unless max is less than 1.
- The default is
-2 0
.
- The rasterizer does not use this setting.
-
samples minint maxint
defminint defmaxint
- Per-object sample setting defaults.
- mental ray accepts two optional extra parameters that set the
default object sample limits. In mental ray, objects may constrain
sampling of the pixels they cover. The defminint
and defmaxint parameters apply to pixels where no
objects are seen, or all the objects that are seen have no
samples limit. mental ray will never take fewer than
2min and more than 2max samples
per direction, and in areas with no object sample settings it will
further reduce that range to 2defmin through
2defmax.
- The defaults are
-2 0 -128 127
(the last two values
are markers for "no further restrictions" because they are outside of
the -2 0
range).
-
samples collect numint
- Control spacial sampling quality in the rasterizer.
- The rasterizer has a separate pixel sample collection and compositing
phase, which controls the number of samples per pixel-dimension to use for
computing a pixel value. Due to motion blurring, this number can differ from
the number of shading samples taken because shading samples are cached and
re-used along the motion path. Increasing the collect rate improves motion
blurring at little performance cost, unless the -shading_samples
parameter is so low that extra shading sampling points are forced.
- The default is
3
, which yields 9
samples per
pixel.
-
shading samples numscalar
- Control shading quality in the rasterizer.
- After geometry has been tessellated according to the geometry approximation
settings, it is further subdivided by the rasterizer into shading samples.
The num value controls the number of shading calls per pixel.
- The default value is
1.0
.
- samples motion numint
- Control shading quality of moving objects in the rasterizer.
- Determines at how many points in time a moving object is sampled in
rasterizer mode. A value of
1
means that a moving object is
sampled once at shutter open time, and this result is blurred across the
motion path. Higher values than 1
sample at more points during
the shutter interval.
- The default is
1
.
Sampling Options
- filter box|triangle|gauss|mitchell|lanczos
[width [height]]
- Set global image filtering characteristics.
- The filter statement specifies how multiple samples
are to be combined into a single pixel value. This option allows changing
the filter kernel or the filter size. The available kernels are: box,
triangle, Gauss, Mitchell,
and Lanczos. The size of the filter is specified in
pixel units. If no height is given it is taken to be equal to the width.
Filters must be larger than 0.0. If the size of the filter is not
specified, default values are used. These are 1.0 for box, 2.0
for triangle, 3.0 for Gauss and 4.0 for Mitchell and Lanczos.
The default height is the same as the default width. Larger filter sizes
result in softer images and may reduce rendering speed slightly, while values
smaller than the defaults can introduce artifacts. Filters must be larger
than 0.0 but sizes smaller than 1.0 are generally wasteful
since they will discard some samples.
- The box filter sums all samples in the filter area with an equal weight.
The triangle filter functions has the shape of a pyramid centered on the
pixel, which means that samples at the center of a rendered image pixel
contribute more than more distant samples. The Gauss filter weights the
samples using a Gauss curve that is cut off at an ellipse centered on the
pixel. The Mitchell and Lanczos filters are both approximations of the
theoretically ideal sinc filtering function,
cut off after its second lobe. In most cases, the Mitchell filter gives
better results. For these two, a filter width of 4.0 corresponds
to a frequency cutoff of 2.0 pixels, the Nyquist
frequency. In order to use non-default filters, the limits for the
samples statement must specify min = -1 or greater, and
max = 0 or greater. Otherwise, a warning will be printed and the
filter statement ignored.
- The default is a
box
filter of width and height 1.0,
which is the fastest of the filters.
- filter clip mitchell|lanczos [width [height]]
- Set global image filtering characteristics.
- These are variants of the regular Mitchell and Lanczos filters
that clip the filter result to the range of samples under the
filter. Mitchell and Lanczos filters have negative coefficients,
which can cause ringing around sharp contrasts. Clipping prevents
ringing.
- jitter jitter
- Enable spacial sample jittering.
- The jittering factor introduces systematic
variations into spatial sample locations. Without jittering, samples are
taken at the corners of pixels or subpixels. Jittering displaces the samples
by an amount calculated by lighting analysis. This is used to reduce
artifacts. Jittering is turned off by specifying a jitter of 0.0.
- Jittering is turned on by default if the maximum sampling is at least 1
(at lower sampling densities jittering introduces artifacts).
Progressive Rendering
-
"progressive" on|off
- Turn progressive rendering
on or off.
- Note, that the iray rendering mode is also
implicitly rendering in progressive mode, therefore sharing some of
the progressive rendering options below.
- The default is
off
.
- "progressive subsampling size" sizeint
- Control coarse lower-resolution sampling of the first images.
- Values greater than
1
activate subsampling in blocks of
pixels. The value specifies the size of pixel blocks (sizexsize)
where initial samples are placed first, typically displaying as a coarse
image with the impression of a lower resolution. The larger size
the coarser the initial image. Values of 0
or 1
disable this feature. A value of 2
computes samples for blocks
of 2x2 = 4 pixels. The task
size has to be a multiple of this subsampling size, otherwise it
will be automatically adjusted to the closest possible value. Those pixels
in a block which have not been rendered yet are filled with color values
according to the setting of subsampling mode, see below.
- The default is
0
for disabled.
- "progressive subsampling mode" "sparse"|"detail"
- Control appearance of subsampling pixels which are not rendered yet.
- If set to
sparse
then unrendered pixels are set to black.
This produces images with missing pixels giving the impression of noise.
If set to detail
then pixels which have not been rendered yet
are interpolated from the nearest surrounding finished samples. This displays
as a smooth image of lower resolution.
- The default is
detail
.
- "progressive subsampling pattern" "linear"|"scatter"
- Control in which sequence the samples are computed.
- If set to
linear
then pixels are computed in a line-by-line
order within a pixel block. If set to scatter
then pixels are
rendered in a quasi-random order.
- The default is
scatter
.
- "progressive min samples" numint
- Set minimum number of samples per pixel for progressive rendering and
iray.
- Set the minimum number of samples per pixel to compute before considering
any of the following abort criteria to stop progressive rendering and iray.
If the corresponding maximum samples setting is lower than this value the
minimum samples setting is ignored.
- The default is
4
.
-
"progressive max samples" numint
- Set number of samples per pixel to stop progressive rendering and iray.
- If this number of samples per pixel has been rendered then stop progressive
rendering and iray automatically. If set to
0
or lower then the
number of samples is never considered to stop rendering.
- The default is
100
.
-
"progressive max time" secondsint
- Set time in seconds when to stop progressive rendering and iray.
- If progressive rendering and iray has run the given number of seconds
it gets stopped automatically. If set to
0
or lower then the
passed time is never considered to stop rendering.
- The default is
0
for unlimited.
-
"progressive error threshold" thresholdscalar
- Set error threshold to stop progressive rendering and iray.
- If the quality of the rendered image is below this error threshold
then progressive rendering gets stopped automatically. A value if
0.0
targets perfect quality and won't stop rendering. A value of 0.5
will stop rendering already at a very low quality.
- The default is
0.05
for regular progressive, and 0.15
for iray.
- "progressive occlusion cache points" pointsint
- Enable built-in occlusion cache
for progressive rendering with IBL.
- Once enabled, occlusion information will be pre-computed and stored
in the cache with the specified number of points. Higher values of
points increase the quality of the occlusion information but
require longer time to calculate before rendering starts. The cache will
automatically be used with IBL in
"approximate"
lighting mode. A value of 0
will disable this feature.
- The default is
0
, which disables the cache.
- "progressive occlusion cache rays" raysint
- Specify the number of occlusion rays to be shot per point in the
occlusion cache.
- Higher numbers increase quality but also raise pre-computation time.
A value of
0
will enforce the default number of rays.
- The default is
128
.
- "progressive occlusion cache max frame" frameint
- Set a frame number at which to stop using the
occlusion cache.
- If the specified frame has been rendered then the subsequent frames
will fade out the cache contribution and converge to the exact
IBL solution.
- The default is
32
.
- "progressive occlusion cache exclude" labelint
- Exclude objects to be considered for the
occlusion cache.
- Objects with the specific label are not taken into account when
computing the cache.
- The default
0
, to not exclude anything.
Tessellation Quality
- approximate technique
[minint maxint ] all
- Set global override for geometry approximations.
- This statement overrides all
approximations for base surfaces (i.e.
the surface before applying displacement), and free-form surfaces
without displacement, in geometric objects. See section
approx for a more detailed description of
approximations. Here is a brief summary of technique, which
is a list of one or more of the following:
- view
- tree
- grid
- fine
- [regular] parametric
u_subdiv [v_subdiv]
- length edge
- distance dist
- angle angle
- spatial edge
- curvature dist angle
-
Like in object approximation
statements, the subdivision limits min and max can
be specified how often a triangle can be subdivided. The defaults
for min and max are 0 and 5, respectively; 5 is a
very high value because every increment of 1 can quadruple the
number off triangles in the extreme case. In objects, the
approximation technique is followed by the surface or curve it
applies to; in the options the keyword all indicates that
an option approximation overrides all object approximations. The
spatial and curvature statements are obsolete (they are only
combinations of length, distance, and angle modes) and are retained
for backwards compatibility only.
- approximate displace technique
[minint maxint ] all
- Set global override for displacement approximations.
- This statement overrides all approximations
for displacement maps in geometric objects.
Both kinds of approximation overrides are
useful for temporarily reducing tessellation quality for previews to
reduce tessellation and rendering time without redefining all objects,
for example by specifying
approximate regular parametric 1.0 1.0 0 2 all
approximate displace regular parametric 1.0 1.0 0 2 all
mental ray also offers fine
approximation, which can efficiently approximate very detailed
displacement maps and surfaces with a minimum of parameters:
approximate fine view length 0.5 all
- max displace dist
- Set global override for maximum displacement offset.
- This statement overrides all max
displace statements in displacement-mapped objects with the maximum
displacement distance dist. No displacement shader may return a
larger value; that would cause truncated displacement.
dist must be greater than 0.0.
Motion Blur
-
shutter [delay] shutter
- Control motion blur rendering.
- The camera shutter opens at time delay
and closes at time shutter. If shutter is equal to delay,
motion blur rendering is disabled; if shutter is greater than delay,
motion blur rendering is enabled. The normal range is (0, 1),
which uses the full length of the motion
vectors or motion vector paths. It can be useful to set delay and
shutter both to
0.5
, which disables motion blur rendering
but computes scene data at an offset of one half of the frame, which allows
bi-directional post-motion-blur in an output
shader. Also, see the scanline rast mode for high-speed motion blur.
- The defaults are both
0.0
, disabling any motion blur.
-
motion on|off
- Control motion data computation.
- Normally, the shutter statement automatically determines whether
motion blur computation is enabled, and turns it on if there is a non-zero
shutter interval. The motion statement allows to overrides this and
turn motion blur computation on or off explicitly. For example, it might be
useful to define a zero shutter interval but still turn motion on (order is
important), so that shaders get a valid state->motion vector.
If motion is turned
off
, this vector is not computed.
-
Note: the main control for motion blur is the
shutter option, not the
motion toggle. The shutter defaults to 0
and must be set explicitly in order to render with motion blur. Here is a list
of common motion blur settings:
- shutter 1.0
- render with motion blur (and generate motion vectors)
- shutter 0.0 motion on
- do not render motion blur but generate motion vectors
- shutter 1.0 motion off
- invalid setting, should not be used
- shutter 0.5 0.5
- do not render motion blur, but compute at half the motion vector offset
- motion steps numint
- Control non-linear (piece-wise linear) motion blur.
- If motion blurring is enabled,
mental ray can create
motion paths from
motion transforms, much like multiple
motion vectors on vertices can create motion paths. This option
specifies how many motion path segments should be created for all
motion transforms in the scene. The number num must be in
the range 1…15. If objects with
motion transformations also specify
motion vectors, the number of
motion vectors per vertex must agree with the motion steps value.
mental ray will add both sequences vector by vector, so both lists
must have the same length.
- The default is
1
.
-
"rast motion factor" numscalar
- Control the reduction of shading quality for fast-moving objects.
- When using the rasterizer with
motion blur, there is often
opposing demands on shading sample settings, with high values
yielding higher quality, but lower values rendering faster. Setting
this factor to a value larger than
0.0
automatically
lowers shading samples for fast-moving objects, at a rate proportional
to the magnitude of the setting and the speed of the instance in
screen-space. Care is required when tuning this value, but 1.0
should provide a good starting point. A value of 0.0
disables this feature.
- The default is
1.0
.
-
"geom displace motion factor" numscalar
- Control the reduction of displacement quality for fast-moving objects.
- For polygon/triangle and ccmesh displacement the adaptive subdivision
checks the motion length in screen space, which is used to dynamically modify
the length criterion of the displace approximation setting. This will adjust the
quality of displacement in relation to the amount of motion blur in the image,
with positive impact on performance and memory consumption. Geometry is
reduced only in areas of the object with large motion. This feature is enabled
by default with a factor of
1.0
, which results in an good
compromise between quality decrease and rendering acceleration. Values greater
than 1.0
will further reduce the displacement detail, and values
lower than 1.0
will raise quality towards the static case.
Setting the factor to 0.0
will disable this feature, which should
match the rendering results from previous versions of mental ray.
- The default is
1.0
.
Depth Limits
- trace depth reflectint
[refractint [sumint ]]
- Set recursion depth limits for ray tracing.
- The reflect parameter limits the number of
recursive reflection rays. If it is set
to
0
, no reflection rays will be cast; if it is set to 1
,
one level is allowed but a reflection ray can not be reflected again, and so on.
Similarly, refract controls the maximum depth of
refraction and
transparency rays (which implement
transparency with and without
index of refraction).
Additionally, it is possible to limit the sum of reflection and refraction rays
with sum. For example, if 3 3 4 is given, an eye ray may be
reflected 3 times, or refracted 3 times, or reflected twice and then refracted
twice, or any other combination that sums up to at most 4. Note, that custom
shaders may override these values.
- The defaults are
2 2 4
.
- "rast transparency depth"
depthint
- Set rasterizer transparency depth limit.
- If set to a positive value then the transparency compositing for the
rasterizer will end at the depth specified. This can be used to tune
performance for scenes where it is known that the main color information
is provided by the first few depth layers.
- The default is
250
.
Shadows
- shadow off
- Disable shadow computation.
- This statement disables all shadows,
and overrides instance and object shadow flags.
- shadow on
- Enable simple shadow computation.
- This is the most efficient and least flexible of the
shadow modes. If shadows overlap because
multiple objects obscure the light source, the order in which these objects
are considered (and their shadow shaders
are called) is undefined. If one object is found to completely obscure the
light, no other obscuring objects are considered. This statement turns off
shadow sorting and
shadow segments.
Also see shadowmap motion below.
- shadow sort
- Enable sorted shadow mode.
- The shadow sorting is similar
to the simple shadow mode, but ensures that the shadow shaders of obscuring
objects are called in the correct order, object closest to the illuminated
point first. This mode is slightly slower but allows specialized shaders to
record information about obscuring objects. If no such special shader is used,
this mode offers no advantage over simple shadow on.
- shadow segments
- Enable advanced ray tracing shadow segments.
- In this shadow mode the
shadow shaders are called in order.
Additionally, shadow rays are traced much like regular rays, passing from one
obscuring object to the next, from the light source to the illuminated point.
Each such ray is called a shadow segment. This slows down rendering, but is
required if volume effects should cast shadows (such as certain complex
shaders like fur and smoke volume shaders). This mode requires support from
the shadow shader, which must use the
mi_trace_shadow_seg function to
cast the next shadow ray segment.
- shadowmap on|off|detail
- Global control of shadow map computation.
- This flag turns shadow maps on or off
for the entire render. Shadowmap parameters are specified on each light
source. The mode
detail
enables detail shadowmaps which call
shadow shaders attached to materials, and
store more than single depth information per shadowmap pixel. For this reason,
they tend to be slower than standard shadowmaps. Setting detail will
force all shadow maps in the scene to be detail shadow maps.
- The default is
off
, for disable all shadow maps.
- shadowmap only
- Compute shadow maps only.
- mental ray will not render any regular output image but only generate
shadow maps with shadowmap file statements. They will be computed
and saved. This mode is disabled with shadowmap off.
- shadowmap rebuild on|off
- Determines whether all shadow maps should be recomputed.
- If this option is
off
then shadow maps are loaded from files
or reused from previously rendered frames if possible. If this option is
on
, no shadow map is reused - everything is recomputed.
- The default is
off
.
- Note: when using detail shadow maps, mental
ray may write to the shadow map file during rendering even
if the shadowmap rebuild option is set to off. This is due
to certain optimizations of the implementation for empty tiles in
the shadow map. Note that this can in particular lead to corrupt
shadow map files and rendering failures when using the same shadow
map file simultaneously for multiple renders on different machines
in a render farm.
- shadowmap rebuild merge
- Specifies that shadowmaps should be loaded from files if available, but
the regular shadowmap computation is performed anyway. The recomputed points
are written top the existing shadowmap only if it is closer to the light.
This is useful for building up shadowmaps for
pass rendering, so that objects
from another render pass can still cast shadows on objects in the
current pass.
- shadowmap motion on|off
- Consider motion when computing shadow maps.
- Determines whether shadow maps should be motion blurred such
that moving objects will cast shadows along the path of motion.
Turning this option off can improve performance of rendering shadow
maps slightly faster. Note, that since shadow
maps do not deal with transparent objects and
motion blurring introduces a form of
transparency at the edges, shadow map shadows can appear too large in the
direction of motion if the object moves quickly.
- The default is
on
.
- shadowmap bias bias
- Set global shadow map bias override.
- This option applies the specified
shadowmap bias to all
light sources, as if the bias
had been specified in each of them. Specifying a bias has the
effect of switching the shadowmaps from the normal halfway-point
Woo trick to a fixed-distance algorithm.
-
"shadowmap pixel samples" samplesint
- Control anti-aliasing quality of shadow maps computed with the rasterizer.
- This basically sets the samples collect
option for shadowmap rendering to the specified value. A value of
0
enforces to use the samples collect default of the rasterizer
also for shadowmap rendering, which is currently set to 3
.
- The default is
1
, which means 1 sample per shadowmap pixel.
Rendering Algorithms
- trace on|off
- Enable ray tracing.
- Normally, mental ray will use a combination of a
scanline rendering algorithm and
ray tracing to calculate
samples of the scene. If trace off is specified, ray
tracing is disabled, and mental ray will rely exclusively on the
scanline algorithm. Since the scanline algorithm can only compute
straight rays from the pinhole
camera, reflection rays
cannot be cast and refraction
rays are computed like transparency rays,
which do not allow control over the ray direction
based on the index of refraction of the
material. Lens shaders cannot alter the
ray origin and direction. However, reflections onto
environment maps do work. Shadows are
also affected if ray tracing is turned off. If off, this flag overrides
instance and object trace flags.
- The default is
on
.
-
scanline on|off|rast|rapid
- Enable and control the first-hit rendering algorithm.
- This allows to select a scanline rendering algorithm
that is used to accelerate computation of rays coming straight from the
pinhole camera, such as primary rays.
In most cases this gives better performance than pure
ray tracing, but requires extra memory.
Turning scanline
off
forces mental ray to rely entirely on ray
tracing also for primary hits. This may slow down rendering in the general case,
but in some cases, for example with small task
size, the overhead of the scanline algorithm may outweigh its benefit.
The rasterizer will be enabled with
rast
or rapid
. It uses a different scanline algorithm
based on sample caching. It is usually slightly faster than regular sampling for
static scenes, and substantially faster when rendering motion blur. Sample
caching does introduce artifacts for raytrace effects; in particular, moving
mirrors and glass panes drag the reflection or refraction with them.
- The default is
on
, for the regular scanline algorithm.
-
acceleration bsp
- Use the original binary space partitioning
BSP algorithm for acceleration of
ray tracing.
- This algorithm is often but not always faster than any other acceleration
methods for scene which fit into memory. It is controlled by the bsp size
and bsp depth statements. This BSP implementation can not cope with
dynamic scene content like assemblies. In such cases, mental ray will switch
automatically to BSP2.
- This BSP algorithm is the default.
-
acceleration bsp2
- Use the advanced binary space partitioning acceleration BSP2 algorithm.
- The BSP2 acceleration is recommended for large scenes, and is required for
rendering of scenes with assemblies. This acceleration implements heuristics
for scenes with multiply-instanced objects by switching to the object space
intersection, which replaces the functionality of the grid acceleration in
previous mental ray versions. There are no further controlling options.
-
acceleration grid
- Deprecated Enable grid acceleration method.
- The option is kept for backwards compatibility and falls back to
bsp2
.
-
acceleration large bsp
- Use the original BSP algorithm with
extensions for ray tracing of large scenes.
- This is an alternative to regular bsp mode. The parameters of
the original BSP have identical meaning for this variant, but a multi-level
BSP tree is actually used. This may slow down
ray tracing up to 20% in extreme cases,
but works much more effectively with geometry caching (and disk swapping)
and allows far larger scenes to be rendered. Regular bsp mode can
run into trouble when scenes begin to exceed a few tens of millions of
triangles and poor scene coherence, like during final gathering.
- bsp size sizeint
- Control leaf size for original BSP algorithms.
- Sets the maximum number of primitives in a leaf of the
BSP tree, for bsp and large
bsp acceleration only. mental ray will subdivide BSP voxels containing
more triangles, unless the maximum BSP depth is
exhausted. Larger leaf sizes reduce memory consumption but increase rendering
time.
- The default is
10
.
- bsp depth depthint
- The maximum number of levels in the BSP
tree, for bsp and large bsp acceleration only. Larger
tree depths reduce rendering time but increase memory consumption, and also
slightly increase preprocessing time. If there are too
many triangles in the scene to fit into the BSP tree with the size specified
by bsp size and bsp depth, the bsp size value is
disregarded and larger leaves are created. This slows down rendering
significantly. Larger bsp depth values of
50
or even
higher often massively improve rendering speed in BSP mode for larger scenes.
The book Rendering
with mental ray further discusses how to tune these parameters for
specific scenes.
- The default is
40
.
- bsp shadow on|off
- Enable separate BSP tree for shadow computation.
- mental ray supports a separate shadow BSP tree that accelerates ray trace
shadows, for bsp acceleration only. It can greatly
improve speed if shadows are cast by simplified shadow-only objects because
it is no longer necessary to populate the master BSP tree with large hero
objects.
- This mode is
off
by default.
- grid resolution xresint
[yresint zresint ]
- Deprecated
- Ignored, but kept for backwards compatibility.
- grid depth depthint
- Deprecated
- Ignored, but kept for backwards compatibility.
- grid size sizeint
- Deprecated
- Ignored, but kept for backwards compatibility.
Feature Selection
- lens on|off
- Ignore all lens shaders if
set to off.
- The default is on.
- volume on|off
- Ignore all volume shaders
if set to off.
- The default is on.
- geometry on|off
- Ignore all geometry shaders
if set to off.
- The default is on.
- displace on|off
- Ignore all displacement
shaders if set to off.
- The default is on.
- displace presample on|off
- Control calling of displacement shaders to estimate bounds.
- Normally, mental ray pre-samples displacement-mapped geometry to find
better bounding boxes of object fragments. This increases the start up time
when rendering the displaced object, but rendering itself is typically faster.
However, for quick previews it may be desirable to get the first pixels as
quickly as possible, regardless of the time it takes to complete the image.
It may also be useful in cases where scene objects already provide a good
estimate of the maximum displacement.
- The default is
on
.
- output on|off
- Ignore all output shaders
if set to off.
- The output to image files, like in output
statements, is not affected. Note, that all five disable options also
affect shaders installed by phenomena. This means that the phenomenon can
fail if it installs cooperating shaders that rely on each others existence,
and one of them is disabled with these options. Phenomenon writers must allow
for this case. The purpose of these options is fast preview rendering.
- The default is on.
- autovolume on|off
- Enable auto volume extension.
- The
autovolume
mode enables built-in functionality and a set
of shader API functions that keep track of which volumes the current point is
in:
mi_volume_num_shaders,
mi_volume_cur_shader,
mi_volume_user_color, and
mi_volume_tags.
- The default is
off
.
- photon autovolume on|off
- Enable auto volume extension for photons.
- This mode enables autovolume computations for light sources that are
photon emitters. If the light source is inside objects whose materials
have photonvolume shaders, they are applied correctly to photons emitted
by the light source.
- The default is
off
.
- pass on|off
- Control sample pass functionality.
- Pass rendering performs operation on sample pass files. This option allows
to enable or disable all pass statements in the camera. See page
samplepass for more details about sample
pass rendering.
- The default is
on
.
- lightmap on|off|only
- Control lightmap rendering functionality.
- This mode enables rendering of lightmaps. If this option is set to
only, then only the lightmaps but not the camera images are rendered.
- The default is
on
.
-
"ray differentials" on|off
- Control ray differentials for texture filtering in secondary effects.
- If turned on then ray differentials are automatically computed and
propagated across ray tracing effects like reflections and refractions
to determine the optimal filter size for filtered texture look-ups. If
not enabled then differentials are not computed and texture filtering
falls back to default filtering on primary visible objects only.
- The default is
off
.
Caustics (Photons)
- caustic on|off
- Turn caustics on or off.
- Even if caustics are enabled globally, they are only computed for
light sources that specify an energy
explicitly. The material shader that receives the caustics must also cooperate,
and either the options block or the object to receive caustics must have
appropriate caustic flag set. If the
caustic
option
is set to off
, this flag also overrides any instance and object
caustics flags.
- The default is
off
.
- caustic mode
- The global caustic cast and receive bits.
- This bitmap forces to enable the corresponding bits on all
instances. The default value is
3
, which will enable the
caustic cast and receive flags on instances and objects automatically,
and the disable bits have no effect.
- The default is
3
.
- caustic accuracy N [R]
- Control caustic rendering quality.
- This option controls how caustics are estimated from the
photon maps during rendering. The
photon map is searched outwards from the
intersection point and the photons that are encountered are examined.
N specifies the maximum number of
photons that should be examined, and
R specifies the maximum radius that is searched for photons.
If N is zero, the number of photons is only limited by R, and
mental ray will pick an appropriate default. If R is zero, then a
scene-size dependent radius is used instead.
- The default is
100 0
.
- caustic filter box|cone [ filter_const]
- Control caustic filter.
- Filtering controls the sharpness of the
caustics. Specifying a cone filter with the
default filter_const of 1.1 generally has
the effect that the caustics in the model looks sharper. Increasing the
filter_const makes the caustics more blurry and decreasing makes it
even sharper but also slightly more noisy. The filter_const must be
larger than 1.0.
- The default is
box 1.1
.
- "caustic merge" distance
- Control merging for caustic photons.
- If this option is set to a positive value, the caustic photons within
the specified distance in world space are merged into a single photon.
This can decrease the size of the caustic photon map dramatically.
- The default is
0
, for disabled.
- caustic scale r g b [a]
- Scale the contribution of caustics.
- Caustics are multiplied by the specified color, to favor artistic look
over physical correctness. Factors greater than
1
will exaggerate
the effect.
- The default is
1 1 1
.
- photon trace depth reflectint [
refractint [ sumint ]]
- Set recursion depth limits for photon tracing.
- This option is similar to the trace depth
option except that it applies to photons,
not rays. The reflect parameter limits the number of recursive
reflection photons. If it is set to 0,
no photons will be reflected, if it is set to 1, one level is allowed but
a photon cannot be reflected again, and so on. Similarly, refract
controls the maximum depth of refracted photons. Additionally, it is possible
to limit the sum of reflected and refracted photon levels with sum.
Note, that custom shaders may override these values.
- The default is
5 5 5
- photonmap file "filename"
- Control disk-based photon map storage.
- Tells mental ray to use the file filename to access the
photon map on disk. If the
photon map file does not exist, it will be created
and the photon map will be saved into that file. If the file exists already,
the photon map will be loaded from that file and used without computing a new
photon map.
- The default is not specified, which disables disk-based storage of
photon maps.
- photonmap rebuild on|off
- Control re-computation of the photon map.
- If a filename is specified for the
photon map (using the photonmap
filename option), it is normally loaded and used if the file exists.
If the photonmap rebuild option is turned
on
, any
existing file will be ignored, and the photon
map will be recomputed, and an existing file will be overwritten.
- The default is
off
.
- photonmap only on|off
- Compute photon maps only.
- If this option is set, only the photon maps are computed without rendering
any regular output image.
- The default is
off
.
Global Illumination (Photons)
-
globillum on|off
- Global illumination is turned on or off.
Global illumination permits effects such as indirect lighting,
color bleeding, etc. Note that
global illumination is computed only for light
sources that have an energy
specified explicitly; see section light for
details. The material shader that
receives global illumination must also cooperate. If off, this flag overrides
instance and object globillum flags.
- The default is
off
.
- globillum mode
- Global globillum cast an receive bits. This bits force enabling
of corresponded bits on all instances. The default value is
3, meaning that globillum cast and receive flags on instances and
objects are automatically enabled and the disable bits have no
effect.
- globillum accuracy N [R]
- This option controls how the photon map
is used to estimate the
intensity of global illumination.
For a more detailed discussion of how this works, see the
caustic accuracy option above. The default values are
N=500 and R=0.0. For fast previews of global
illumination, it can be useful to set N to 100.
- "globillum merge" distance
- If this option is set to a positive value, the globillum
photons within the specified distance in world space are
merged. For scenes with uneven photon distribution, this can
decrease the size of the globillum photon map dramatically.
- globillum scale r g b [a]
- The irradiance part obtained from the globillum photonmap
lookup is multiplied by the specified color. Factors greater than 1
increase the brightness of the effect.
- photonvol accuracy N
- This option controls how the photon map
is used to estimate the intensity of caustics
or global illumination within a
participating medium. It applies to photon
volume shaders, which compute light patterns in 3D space, such as
volume caustics created by focused shafts of
light cast by objects acting as lenses. The details are similar to
what is described for the caustic accuracy option above.
The default values are N=30 and R=0.0.
- "photonvol merge" distance
- If this option is set to a positive value, volume photons
within the specified distance in world space are merged. For
scenes with uneven photon distribution, this can decrease the size
of the volume photon map.
- photonvol scale r g b [a]
- The illumination contributed by volume photons is multiplied by
the specified color, making the effect brighter for factors greater
than 1.0.
- photon trace depth
photonmap
photonmap rebuild on|off
photonmap only on|off
- have the same meaning as for caustics.
Global Illumination GPU 3.12
-
"gi gpu" "on"|"off"|"diffuse"
3.12
- Use GI GPU, the GPU accelerated
Global Illumination solution.
- If enabled, the GI GPU implementation
is used to speed up indirect illumination effects caused by diffuse bounces of
light, similar to what final gathering
computes. The base parameters are taken or derived from related finalgather
settings, if any, unless they are overwritten by GI GPU only settings, see
further below. This mode supports any existing, well-behaving shaders.
-
The value
"on"
computes the full solution, including proper
handling of reflections and refractions, by using a hybrid CPU/GPU mode. The
"diffuse"
mode calculates just the diffuse inter-reflections, not
considering these effects when passing through transparent objects or when being
reflected by glossy materials, which may be sufficient in many cases. It is
typically a lot faster to render because the calculation can run solely on the
GPU without being interrupted by the CPU too often. If one of the GPU modes
is enabled but no capable GPU was found, then a CPU fallback is automatically
used that performs exactly identical computations for identical results.
However, this may take much longer to compute dependent on the CPUs utilized.
- The default is
"off"
.
-
"gi gpu rays" raysint
3.12
- Sets the number of secondary rays for
GI GPU.
- Sets number of rays per primary ray per pass
(see passes below), resulting in a total
number of rays equal to rays × passes.
This option determines the overall level of noise and appearance of details
in the final image: the more samples the less noise and higher precision.
The related filter setting has further impact.
For efficiency reasons, the given ray value may be rounded internally
to a nearby value that is best suited for fast convergence on the GPU.
If this option is not present, or set to
-1
, it will be derived
from finalgather accuracy and samples max settings.
- The default is
-1
.
-
"gi gpu passes" passesint
3.12
- Sets the number of passes for
GI GPU.
- This controls the anti-aliasing quality. Each pass will spawn the same
number of rays, leading to a total number of
rays equal to rays × passes.
Setting the number of passes to a square number like 4, 9 or 16, is
preferred for best quality. At minimum, one pass will rendered. If this option
is not present or set to
-1
, it gets calculated from uniform
sampling settings or the legacy samples option.
- The default is
-1
.
-
"gi gpu filter" scale
3.12
- Sets the filter size for GI GPU.
- This filter is used for filtering irradiance samples. It reduces noise
artifacts, but might also blur shadow details. The scale value is
given in screen space. If this option is not present, or is set to
-1
, it is calculated from finalgather points.
- The default is
-1
.
-
"gi gpu depth" depthint
3.12
- Sets the ray tracing depth limit for GI GPU.
- This sets the maximum number of bounces for indirect illumination.
If this option is not present or set to
-1
, it is derived from
finalgather trace depth limits.
- The default is
-1
.
-
"gi gpu presample density" density
3.12
- Control quality of GI GPU presampling.
- Sets the density of sampling points in screen space, used to execute shaders
and sample their contribution for later evaluation on the GPU. Higher values
give more details, but cost performance. If this option is not present, it is
derived from finalgather presample density.
- The default is
0.2
.
-
"gi gpu presample depth" depth
3.12
- Control quality of GI GPU presampling.
- Sets the ray tracing depth for presampling. The default setting is usually
appropriate.
- The default is
2
.
Global Illumination "Next" (Prototype) 3.13
-
"gi" on|off 3.13
- Enable the global illumination "next"
prototype.
- Activates the new brute-force GI engine when set to "on". Any other global
illumination engine (photons, irradiance particles and final gathering)
is automatically switched off.
- The default is
off
.
-
"gi rays" raysint 3.13
- Set number of rays for the
global illumination "next" prototype.
- Specifies the number of rays to use to compute the GI solution. This
determines the accuracy of the GI result. The actual number of rays used
internally is taken from the given value rounded to the closest square
number, for example 75 is rounded up to 81 (9 x 9) and 150 is rounded down
to 144 (12 x 12).
- The default is
100
.
-
"gi depth" depthint 3.13
- Set the trace depth for the indirect lighting computation of the
global illumination "next" prototype.
- This option controls the depth of the ray generation for the irradiance
computation, similar to the depth of final gathering. A value of 0 means
one bounce of indirect lighting contribution, 1 means two bounces and so on.
- The default is
2
.
Final Gathering
-
finalgather on|off|only|fastlookup
- Final gathering for global illumination is turned on or off.
The default is off. Final gathering means that when the
illumination is computed at a diffuse point, the hemisphere above
the point is sampled for indirect
illumination. The illumination at those points is then computed
as direct illumination plus a contribution from the photon map if global illumination is on.
Final gathering is best suited for scenes with slow variation in
indirect illumination, for example purely diffuse scenes. Final
gathering eliminates the low-frequency variation in the global
illumination that can often be seen if too few photons are used.
Performance is kept acceptable by reusing and interpolating nearby
final gathers. (Without final gathering, global illumination is
computed by direct lookup in the photon map at the point - similar
to the way caustics are computed.) The fastlookup mode
also turns final gathering on, but also alters the global
illumination photon tracing stage by computing the
irradiance at every photon location,
and storing it with the photon. This means that the photons carry a
good estimate of the local irradiance, requiring far fewer final
gathering points. Photon tracing takes longer than before and
requires slightly more memory, but rendering becomes faster. mental
ray allows rendering only the finalgather map, and skipping
rendering of the images with the only option.
-
finalgather accuracy [ view ] N [R_1 [R_2]]
- N controls how many rays should be used in each final
gathering step to compute the indirect
illumination. The default is 1000. Increasing this number makes the
indirect illumination less noisy but also increases the rendering time.
R_1 is the maximum radius in which a final gather result can be
interpolated or extrapolated. The default maximum radius is computed based
on the scene extent. R_2 is the distance within a final gather
result must be used for interpolation or extrapolation. The default is
10% of the maximum radius. Radius values are in world space units unless
view is specified, in which case the values are in pixels.
Since mental ray 3.4 final gathering works better and faster with smaller
numbers of rays; 500 is a good value. It will be slower than earlier
versions if the number of rays is left unchanged.
- finalgather falloff [ start ] stop
- Limits the length of final gather rays to a distance of
stop in world space. If no object is found within a distance
of stop, the ray defaults to the environment color. Objects
farther away than stop from the illuminated point will not
cast light. Effectively this limits the reach of indirect light for
final gathering (but not photons). The start parameter
defines the beginning of a linear falloff range; objects at a
distance between start and stop will fade towards the
environment color. This option is useful for keeping final gather
rays from pulling remote parts of the scene, which may not affect
illumination very much, into the geometry cache. This allows mental
ray to render with a much smaller memory footprint. See also
mi_ray_falloff.
- finalgather file "filename"
- Tells mental ray to use the file filename for loading and saving
final gather points. If the finalgather file does
not exist, it is created and the final gather points are saved. If it exists,
it is loaded, and the points stored in it become available for
irradiance lookups. If mental ray creates
extra final gather points, they are appended to the file. This means that the
file may grow without bounds.
- finalgather file [ "name1", "name2", … ]
- mental ray supports to attach a list of finalgather file names instead of
providing just a single file name. All files are read and merged. The first
file is rewritten with the complete map like in the single-file case.
-
finalgather filter sizeint
- Final gathering uses an speckle elimination filter that
prevents samples with extreme brightness from skewing the overall
energy stored in a finalgather hemisphere. This is done by
filtering neighboring samples such that extreme values are
discarded in the filter size. By default, the filter size is 1.
Setting this to 0 disables speckle elimination, which can add
speckles but will better converge towards the correct total image
brightness for extremely low accuracy settings. Size values greater
than 1 eliminate more speckles and soften sample contrasts. Sizes
greater than 4 or so are not normally useful.
- "finalgather mode"mode
- Select one of the finalgather modes. "3.4" (the
default) and "strict 3.4" are compatibility modes. The
former one focuses on usage of the same argument set, but with
rendering improvements, the latter focuses on rendering images
identical or very similar to mental ray 3.4. The
"automatic" mode primarily targets rendering of single
still images. The "multiframe" mode targets rendering of
camera fly-through animations. Both use the finalgather
points argument for the approximate resp. minimal number of
final gather points used in interpolation. In both modes, all
finalgather points are produced in the finalgather precomputing
stage. For the "multiframe" mode, the finalgather
accuracy R_1 is used to limit the maximal validity
distance of a finalgather point to avoid picking up illumination
from remote objects if the density of finalgather points is
insufficient. The "force" mode disables final gather
caching completely and always performs the full and accurate
computation. This takes time but yields superior quality. See also
the description in the functionality
chapter.
-
"finalgather normal tolerance" angle
- This option specifies the maximal angle in degrees up to which
the normal of a finalgather point may deviate from the surface normal
to be considered for interpolation. If the angle value exceeds
the valid range of (0…90) degrees
(excluding the extremes of 0 and
90), the built-in default is used.
- The default is 25.842 degrees,
to maintain backwards compatibility.
-
"finalgather passes" numint
- Enable progressive final gathering pre-computation.
- The final gathering pre-computation is performed progressively
in the given number num of refinement passes. A value of 0
disables this feature and computes final gathering in the same way
as previous versions of mental ray. In the current implementation, the
number of passes should be in the range of 3 to 8. Note, that only the
2 most recent passes actually apply adaptivity in the screen space sampling,
any additional passes just provide earlier feedback. As a consequence, any
extra passes beyond 3 don't change the final gathering solution.
- The default value is 3, thus the feature is enabled by default.
-
"finalgather points"Pint
- In the automatic and multiframe finalgather
modes, the number of finalgather points used for interpolation of
the indirect illumination.
-
finalgather presample density T
- This option controls the density of initial finalgather points.
It increases (decreases if T < 1) the number of
finalgather points computed in the initial stage approximately
T times.
-
finalgather rebuild on|off
- If a filename is specified using the finalgather
filename option, it can be loaded and used if the file
exists. If the finalgather rebuild option is turned on,
any existing file will be ignored, and all final gather points will
be recomputed and an existing file will be overwritten. The default
is on.
-
finalgather rebuild freeze
- This is equivalent to finalgather rebuild off, except
that the final gather map, once created by reading it from a file
or building it for the first frame, will never be modified (unless
the finalgather file filename or the finalgather
accuracy is changed). Extra finalgather points created during
rendering will not be appended, and the
finalgather file on disk will not be
modified. The user is responsible to make sure that the finalgather
map matches the scene and viewpoint in an animation. This is useful
if multiple concurrent renderers share the map.
- finalgather scale r g b [a]
- The irradiance part obtained from first bounce finalgather is
multiplied by the specified color. Factors greater than 1 increase
the brightness of the effect. Note that this affects single bounces
only.
- finalgather secondary scale r g b [a]
- The irradiance part obtained from secondary bounce finalgather
is multiplied by the specified color. Factors greater than 1
increase the brightness of the effect.
-
finalgather trace depth reflectint [
refractint [
diffuseint [
sumint ]]]
- This option is similar to -trace_depth but applies
only to finalgather rays. The defaults are all 0, which prevents
finalgather rays from spawning subrays. This means that
indirect illumination computed by final
gathering cannot pass through glass or mirrors, for example. A
depth of 1 (where the sum must not be less than the other two)
would allow a single refraction or reflection. In mental
ray3.4 only it is possible to trace diffuse bounces,
previous version could trace specular or glossy bounces only. It is
not normally necessary to choose any depth greater than 2. This is
not compatible with mental ray 3.1 and earlier, which used the
trace depth (which defaults to 2 2 4) for final gathering.
Ambient Occlusion 3.13
-
"ambient occlusion" on|off
- Control ambient occlusion computation.
- This enables ambient occlusion in general. If an actual computation is
performed depends on other settings. If shaders request AO computations in
the mental ray core then this setting should be enabled. If the built-in
AO pass is used then this setting will ultimately control if the pass is
rendered.
- Default is
on
.
-
"ambient occlusion rays" nraysint
- The number of ambient occlusion rays spawned per sample.
- This is a global default, but may be overridden from within shaders.
If the AO pass is used then this setting is a hint, the actual number of
rays may be different dependent on internal optimizations for GPU execution
and the value of the "pass oversampling" setting.
- The default is 256 for AO shaders, and
-1 for AO pass.
-
"ambient occlusion cache" on|off
- Control creation of the ambient occlusion cache for custom shaders.
- If caching is disabled but the feature is turned on then ambient occlusion
is performed on demand only, when shaders are actually calling for computing
ambient occlusion.
- The default is
off
.
-
"ambient occlusion cache density"density
- The upper bound of the number of ambient occlusion points per pixel.
-
"ambient occlusion cache points"numint
- The number of cache points close to the lookup location to be
used for interpolation.
- The default value is 64.
Ambient Occlusion Pass, GPU Accelerated
3.13
- "ambient occlusion framebuffer" "fb_name"
3.11
- Set the AO frame buffer to enable the
ambient occlusion pass.
- Setting this to a valid frame buffer will enable the computation of the
built-in AO pass.
- The default value is not set for disabled.
-
"ambient occlusion pass gpu devices" devicesint
3.13
- Select CUDA devices, or GPUs, to be used for the
ambient occlusion pass rendering.
- Specify GPU devices to be used for the AO computation.
To select CUDA devices: the number is interpreted as a bitmask.
A value of
1
means CUDA device 0,
a value of 2
means CUDA device 1, and
3
means CUDA device 0 and
1. The value -1
enables all
available CUDA devices. A setting of 0
switches to CPU mode.
- The default is
-1
, for
use all available CUDA devices.
-
"ambient occlusion pass cpu threads" threadsint
3.13
- Control the number of CPUs, or CPU cores, to be used for
ambient occlusion pass rendering.
- Specify number of CPU threads devices to be used for the AO computation.
- The default is
-1
, for set by mental ray.
-
"ambient occlusion pass oversampling"passesint
3.13
- The number of iterations to accumulate AO samples for a pixel.
- This determines how many samples per image pixel are taken, thus controls
anti-aliasing of the final result. Typical values are squared numbers like
1(1x1),
4(2x2),
9(3x3), and so on.
Intermediate values may actually use the closest squared number internally.
This setting also allows to balance AO computation and impact performance.
Like raising the number of passes but reduce the number of rays will lower
the AO execution time per pass, thus decreasing the load of the GPU if used,
while rendering almost the same final quality. The total number of ambient
occlusion rays per pixel is approximately the product of pass oversampling
and rays.
- By default, the value is derived from the global sampling setting, both for
traditional and unified sampling modes.
-
"ambient occlusion pass filter"pixelsint
3.13
- The AO filter radius in pixels.
- The pixel radius used to filter ambient occlusion. This filtering reduces
noise artifacts, recommended values are
4
to 12
.
A value of -1
selects an optimal internal default setting.
- The default value is
0
, for no filter.
-
"ambient occlusion falloff"exponentint
3.11
- Determine if/how the occlusion value is affected by scene distance.
- Control how to fade out the occlusion effect with the occluder's distance.
A value of
2
means quadratic falloff. Values greater 1
implement exponential falloff, 0
means falloff is disabled.
- The default value is
2
.
-
"ambient occlusion falloff min distance"distance
3.11
- Minimal distance for the falloff to take effect.
- The value can be a relative or absolute distance, see below for
"max distance".
- The default value is 0.
-
"ambient occlusion max distance"distance
3.11
- Control the maximum reach of occlusion probe rays.
- A negative value describes a factor relative to the scene extent, thus is
a percentage. A positive value describes an absolute distance in world space units.
- The default value is -1, for not limited.
Importons
- "importon" on|off
- If enabled, the importons are emitted and importon map is created.
- The default value is off.
- "importon density"density
- Specifies the approximate number of importons shot from the camera per pixel.
- The minimal value for this option in the current implementation is
0.02, i.e approximately 1 importon per 50 pixels.
The default and recommended value is 1.0. Lower values will speed
up importon emission, but could lead to less optimal photon map and
decrease final image quality.
- "importon merge"merge
- Specifies the world-space distance used to merge importons closer than that distance.
- The default value is 0.0, for merging is disabled.
- "importon trace
depth"depthint
- Controls the diffusion of importons in the scene. If set to
zero, importons will not scatter on the diffuse bounces. This is
the default. In some cases it may be required to use more than a
single diffuse bounce. This is the case if the combination with
final gathering is used, or when the
"importon
traverse"
option is switched off.
- "importon traverse" on|off
- Enables a special behavior of importons shoot from the camera.
Such importons would not be blocked by even completely opaque
geometry. Instead, they would be stored for all intersections with
geometry on the ray from the camera to infinity. This leads to a
significantly higher number of importons stored in the scene.
However, it removes the discontinuity in the distribution of the
importons originated from the visibility to the camera function.
The default value is on.
Irradiance Particles
-
"irradiance particles" on|off
- Turn irradiance particles on or off.
- If enabled, the irradiance particles are used to simulate indirect
lighting, automatically disabling global illumination photons if they were
turned on at the same time. If final gathering is enabled then irradiance
particles are used to drive importance for optimized finalgather point
distribution resulting in improved visual quality.
- The default value is
off
.
- "irradiance particles rays"raysint [ r1int [ r2int [ r3int ]]]
- Control number of rays to shoot for estimating the irradiance.
- The number of rays is used for the primary pass, all other
optional numbers r1, r2, r3 are used for the
secondary, or indirect, passes only. In case only rays is specified
then it is used for the primary pass and
32
is used for all the
indirect passes. With just r1 given in addition its value is used
for all indirect passes instead. When r1 and r2 are
provided then r1 is used for the first indirect pass and r2
for the second and all the subsequent indirect passes. In case all optional
values are specified then r1 is used the first indirect pass,
r2 for the second, r3 for the third and all subsequent
indirect passes.
- The default is
256
. The minimum is 2
.
- "irradiance particles indirect passes"numint
- Set number of passes used to compute indirect lighting.
- If this number is greater than 0, then a sequence of passes is done to
collect the irradiance coming at every particle position, so that irradiance
particles will carry both direct illumination and indirect illumination
information. If this number is 0, then they will have only direct illumination
information.
- The default is
0
.
- "irradiance particles scale" r [ g b ]
- Scale the contribution of the irradiance during rendering.
- This is a global tuning option for artistic control. It can be specified
as a single value which is used to set R, G, B at once, or as three separate
values for individual control.
- The default is
1.0
.
- "irradiance particles interpolate"numint | "command"
- Control interpolation of irradiance particles.
- This can be set to a numeric value or a string. The numeric values are:
0
for no interpolation, 1
for always
interpolate, and 2
for interpolate only for secondary
rays or, no interpolation for eye rays but interpolation for reflections,
refractions, and so on. For convenience, the string values "never"
,
"always"
or "secondary"
are also accepted as values
having the same meaning.
- Default:
1
, "always"
.
- "irradiance particles interppoints"numint
- Set number of points for interpolation.
- Determines the number of points to be considered for interpolation
(nearest-neighbor).
- Default is
64
.
- "irradiance particles env" on|off
- This flag enables the use of the environment maps for irradiance
computation. If enabled then a separate particle map is built for the
environment (if an environment shader is present) and used during rendering.
Default is on.
- "irradiance particles env scale" r [ g b ]
- Scale the contribution to irradiance from the environment.
- It can be specified as a scalar or as a color. This scaling factor is
relative because it applies to the environment irradiance only: the
environment irradiance is actually further scaled by the global scaling factor.
If the env scale is set to 2.0 and the global scale is set to 3.0 then the
actual scaling factor for the environment irradiance will be 6.0 (2.0 x 3.0).
- Default is
1.0
.
- "irradiance particles env rays"numint
- Control number of rays for estimating the irradiance from the environment.
- This number can be much greater than the number of rays used for normal
irradiance computation, especially if most of the environment is covered by
scene geometry (typical case: a room with just one or two windows). For
outdoor scenes, it should work fine with a lower number of rays.
- The default is the value of "irradiance particles rays".
- "irradiance particles file" "filename"
- Control disk storage of irradiance particles.
- If the file filename exists then mental ray will try to read
the particle map from it. If it doesn't exist then the computed particle map
will be saved to a file with the given name.
- The default is:
""
, for not using a file.
- "irradiance particles rebuild" on|off
- Control re-computation of irradiance particles.
- If enabled then mental ray will always re-compute the particle map.
If disabled then an existing map will be re-used, like read from an existing
file if specified, or taken from a previous frame of an animation. This can
be useful to avoid flicker in animations, like for fly-throughs. Note, the
global illumination might become wrong if objects are moving. Since the
particle map is essentially view dependent it is possible that inaccuracies
show up when the camera moves.
- Default is
on
.
Image-Based Lighting
-
"environment lighting mode" "off"|"automatic"|"approximate"|"light"
- Enable the native IBL mode.
- The native IBL rendering is enabled by setting this option to a value
other than
"off"
. The mode "light"
targets accurate
results and will converge to the correct solution, albeit slow when using
traditional shaders with strong, sharp glossy components. On the other hand,
materials employing BSDFs will work well
in this mode. The "automatic"
mode is the suggested way of
working, by providing a reasonable compromise between speed and quality.
Its internal implementation may change between versions of mental ray.
Currently, it corresponds to "light"
with additional usage of
the environment lighting cache, to gain overall
performance at the expense of final quality. The "approximate"
mode is targetted at fast results but delivers a biased, physically inaccurate
result. It is intended for interactive applications rather than final
quality renderings, and can be tuned with special options. It implies the
use of environment lighting cache and
environment lighting shadow "solid"
.
- The default value is
"off"
.
-
"environment lighting cache" on|off
- Controls acceleration of IBL environment lookup.
- The environment is sampled and baked into data structures for accelerated
lookup during rendering, see resolution. This
setting determines if a regular texture is used, or a special cache providing
optimized access. In the case of a texture, enabled with
off
, the
usual texture lookup machinery is used, which includes standard filtering of
the texels resulting in a smooth environment. If the cache is enabled with
on
, this filtering is not performed except for the directly
visible environment. With extremely low environment lighting resolution
settings, sharp texels may be visible in reflections. On the other hand, the
cache will reduce noise. The impact will be more obvious with high contrast
environments, low resolution, or scenes with mainly diffuse surfaces.
- The default is
off
.
-
"environment lighting quality" qualityscalar
- Control the quality of the IBL rendering.
- This setting primarily affects the number of environment samples taken per
shading point. The quality value typically ranges from
0.0
to 1.0
for lowest to highest quality. But even higher values are
accepted to further improve the rendering results in extreme cases.
- The default is
0.2
.
-
"environment lighting resolution" resolutionint
- Control resolution of IBL acceleration data.
- The environment is sampled and baked into data structures for accelerated
lookup during rendering. Higher resolution results in better quality
but requires longer construction time and more memory. Lower resolution
will lead to less detail like softer shadows and highlights even for strong hot
spots in the environment. Note, that this setting is also relevant for
iray.
- The default is
512
.
-
"environment lighting scale" r [ g b ]
- Scale the contribution of illumination from the IBL environment.
- The illumination coming from the environment is multiplied by this factor,
or by the color if individual r g b components have been provided.
The directly visible environment is not affected.
- The default is
1.0
.
-
"environment lighting shader samples" samplesint
- Control quality of IBL acceleration data.
- Specifies the number of samples to take per measurement in the pre-process.
If the resolution is very low, this value can
be used to increase the sampling quality of the environment to avoid losing
lighting information by potential misses of small hot spots. Note, that higher
values increase pre-processing time. This setting is also relevant for
iray.
- The default is
2
.
-
"environment lighting shadow" "off"|"solid"|"transparent"
- Control shadows cast by IBL.
- Shadows cast from IBL will be disabled if set to
"off"
.
Fast opaque shadows are generated in "solid"
mode. Full shadowing,
including calling shadow shaders, is enabled with "transparent"
.
- The default is
"transparent"
.
- "environment lighting approximate split" samplesint
- Fine-tune performance of approximate IBL.
- For the
"approximate"
lighting mode, draws given number of
additional samples from the environment internally. This can reduce color noise
at the cost of biased results. Only values greater than 1
are
recognized.
- The default value is
4
.
- "environment lighting approximate split vis" raysint
- Fine-tune performance of approximate IBL.
- For the
"approximate"
lighting mode, cast the given number of
visibility rays per internal sample. This can reduces the visibility noise at
the expense of increased ray tracing overhead.
- The default value is
2
.
Importance Sampling
3.13
-
"light importance sampling" on|off
3.13
- Enable light importance sampling.
- The value
"on"
enables light importance sampling across all
lights in the scene. This feature is intended to accelerate sampling of
physically plausible light sources, area lights, and emissive objects.
mental ray handles incompatible and legacy light sources automatically.
In addition, this enables global light sampling optimizations for scenes
with very many light sources.
If set to "off"
then light importance sampling is disabled.
User lights are excluded from importance sampling mechanism in all modes.
- The default is
"on"
. 3.13
-
"light importance sampling quality" quality [ quality_2 ]
3.13
- Control the quality of
light importance sampling.
- This option takes one or two float numbers as arguments and uses those as
multiplier(s) for the total number of samples generated for the set of lights.
If two values are given, the first quality is taken for primary rays
and the next quality_2 for secondary rays. If just one value
is given, it is taken for both primary and secondary rays.
Note, that the semantic of this option has changed compared to mental ray 3.11.
- The default is
1.0
.
-
"light importance sampling precomp" on|off
3.11
- Enable the pre-compute mode for
light importance sampling.
- If enabled, the core does not execute the light shaders but uses
precomputed light emission values instead. This mode assumes that lights are
isotropic, i.e. emit with the same intensity in all directions. If the
pre-computation phase detects that some of the lights are not isotropic, those
lights are automatically excluded from the pre-computation and processed with
the light shader calls - the light importance sampling itself still applies to
those lights. For textured lights, enabling this option produces much smoother
images in less time, at the expense of some possible loss of illumination
details.
- The default is
off
.
-
"light importance sampling resolution" resolution
3.12
- Control the pre-sampling quality of area lights with
light importance sampling.
- Higher values lead to more detailed pre-sampling. The default is typically
sufficient for most cases. If lights have a high-variance HDR texture attached
this value may need to be raised.
- The default is
1.0
.
-
"multiple importance sampling" on|off
3.11
- Enable multiple importance sampling.
- The value
"on"
enables multiple importance sampling for
BSDF-based materials used in conjunction with physically plausible lighting.
If set to "off"
then multiple importance sampling is disabled.
- The default is
"off"
.
iray Rendering Mode
-
"iray" on|off
- Enable the iray rendering mode.
- Once enabled mental ray starts the iray rendering engine to compute
images. The iray rendering mode is able to utilize any CUDA capable device
like NVIDIA GPUs to achieve superior performance, but it can also use any
available CPU, either as a fallback without GPU contribution, or in
hybrid mode working in cooperation with GPUs. This is controlled
by the application through string options, see below. Most regular rendering
options of mental ray are ignored except for few
progressive stop criteria and options
for environment lighting when baking into
textures.
- The default value is
off
.
-
"iray devices" devicesstring
- Select CUDA devices, or GPUs, for iray rendering.
- The devices string specifies logical CUDA device identifiers,
separated by spaces. For example, the string
"0 1 4"
will enforce
to utilize only the CUDA devices 0, 1, and 4. Such a CUDA device identifier
refers to a specific GPU. This allows to exclude individual GPUs in a multi-GPU
setup from iray rendering. For example, it may be desirable to disable the
primary graphics card in a computer but only use the high-performance compute
extension. The empty string ""
disables all CUDA devices for iray,
thus turns off GPU-based iray rendering (but still rendering on CPU if not
disabled).
- The default is unspecified, which will enable all available CUDA
devices.
-
"iray max path length" numint
- Control iray rendering quality by limiting the path tracing depth.
- Using this option, the number of bounces of light travelling through the
scene can be reduced. In other words, the maximum length of a light transport
path can be limited. This may be useful to gain speed in interactive modes
like navigation, at the expense of physical accuracy. For example, when set
to
1
only light sources themselves become visible and reflections
or refractions are disabled, with a value of 2
iray renders direct
lighting only and primary reflections and refractions, a value of 3
includes one indirect bounce of light and secondary reflections and refractions,
higher values consider more bounces accordingly.
- The default is unspecified, targetting highest quality by the use
of virtually unlimited, more precisely sufficiently high, path length.
-
"iray threads" numint
- Control number of CPUs, or CPU cores, for iray rendering.
- Specifies the number of CPUs, or CPU cores, to be used for rendering with
iray in addition to the enabled CUDA devices, or GPUs. This value is bound by
the global number of threads set for mental ray, which typically defaults to
the number of available CPUs or CPU cores on the machine, but may be further
restricted by licensing. Higher numbers than the mental ray setting have no
effect.
- The default is unspecified, resulting in reasonable CPU
contribution to maximize overall performance.
Frame Buffer Control
- colorclip rgb|alpha|raw
- Set global color clip mode for
low-dynamic range color output.
- This option determines how color and alpha values are clipped into a
low-dynamic range [0,1] before writing to a
non-floating point frame buffer or file. The rgb mode tries to
retain the RGB values and just modifies alpha to be
[max(R,G,B), 1]. The alpha
mode keeps alpha intact, though clipped to [0,1]
range, and adjusts RGB subsequently to [0,A] range.
In raw mode, RGB and A values are just clipped to the range
[0,1] independently of each other. In all modes,
the RGB components are modified manipulated according to the
desaturate option. The rgb and
alpha modes ensure that the resulting color is a valid pre-multiplied
color. The rgb mode should be used if the alpha channel is considered
less important than preserving the RGB color and intensity. The alpha
mode is intended for alpha compositing, where the alpha channel is more
important than the absolute color value to preserve correct transparencies.
The raw mode should be used if the color validation is performed
elsewhere, like in custom shaders, and final color values should be passed
through mental ray basically unaffected. This mode also forces the global
premultiply option to on, to ensure
least impact on the color pipeline by mental ray. On the other hand, care
should be taken because shaders might receive illegal or
unexpected colors (colors that cannot be composited in standard ways).
- The default is
rgb
.
- Note Color clipping is applied to the color
averaged over time if motion blur is rendered.
- desaturate on|off
- Control color desaturation for
low-dynamic range color output.
- If a color is output to a low-dynamic range
frame buffer, one that can not store values
in floating-point precision, then its RGB components outside the range
[0,max] need to be brought into this range
(with max determined by the colorclip mode). If this option is
turned
off
, the values of the individual components are simply
clipped into range. If switched on
, mental ray tries to maintain
brightness by moving the color towards the grayscale axis of the color cube,
until the RGB components come into the valid range.
- The default is
off
.
- premultiply on|off
- Control storage of color with associated alpha for
low-dynamic range color output.
- Pre-multiplication means that colors are stored with the associated alpha
value multiplied, like (R*A, G*A, B*A, A). For
example, the white color with 10% opacity is stored as
(0.1, 0.1, 0.1, 0.1) rather than
(1, 1, 1, 0.1). This is a common method in computer
graphics to represent low-dynamic range colors
with transparency, to ease alpha blending compositing operations. mental ray is
using this method internally and in its standard shaders. One implication is
that R, G, and B can never exceed A, if A is less than
1.0. This is normally enforced only at the time
when storing color values into frame
buffers. If this option is set to off then colors are stored
unpre-multiplied into frame buffers and files. That is achieved by
applying a reverse operation to the pre-multiplied color values upon writing.
- The default is
on
.
- This option is ignored if colorclip is set to
raw.
- Note
mental ray internally assumes to work with pre-multiplied colors. Shaders are
also expected to return color values in this form. Since this is done with
floating-point values there is no precision penalty. But,if
shaders do not follow these rules when returning color values to mental ray
then turning this option to
off
may lead to unexpected results,
caused by the failure of the reverse multiplication in such cases.
-
dither on|off
- Control color randomization to enhance
low-dynamic range color output.
- Setting this option to
on
intentionally applies tiny randomized
variations to color values. Using frame buffers with lower precision like 8 or
16 bits per pixel, as supported by most popular picture
file formats, can cause visible
banding when the original floating-point color values get
quantized to the lower precision values for storage.
Dithering mitigates the
problem by introducing noise into the pixel such that the round-off errors are
evened out. Dithering is applied when writing color values to a frame buffer
with limited precision, all color frame buffer data formats except HDR, float,
and half-float.
- The default is
off
.
- Note
Dithering can cause run-length encoded picture files to be larger than without
dithering.
-
gamma gamma_factor
- Global gamma correction factor which is applied to all rendered and
quantized color pixels (ie. if the frame buffer is not floating-point
or RGBE) to compensate for output devices with a nonlinear color response.
All quantized R, G, B, and alpha component values are raised to
1 ⁄ gamma factor.
The default gamma factor is 1.0, which turns global
gamma correction off. Note, for historical
reasons, the reverse correction is applied to all quantized input textures
as well, i.e. all non-floating-point texture images. This can be avoided
with the help of color profiles
like the color profile option which offer
more selective gamma correction capabilities.
- frame buffer n ["type"]
- Deprecated
This option is supported for backwards compatibility but replaced by
frame
buffers.
Define or delete user-defined frame
buffer n. Any number of user frame
buffers is supported, numbered 0 through n.
The frame buffer type type
may be any standard image type allowed in an
output statement, such as rgba or
z. If the type is prefixed with a "+" sign, samples
are interpolated; if prefixed with a " -" sign, it is padded.
Padding is the default for all types. For example, +rgba_fp
is an interpolated floating-point color frame buffer. If the type is
omitted or an empty type string ("") is given then a type is
determined automatically by mental ray (it is recommended to specify an
empty type string instead of omitting the type since a following string
option could otherwise be confused with a type specifier). After a frame
buffer is defined, it may be used as the type name fb n in
output statements in cameras. The frame
buffer is created in memory during rendering only if it is referenced by
at least one output statement. Note,
that mental ray will automatically generate and assign names
"fbN"
to these buffers according to the buffer
index N.
-
"rast useopacity" on|off
- When using the rasterizer then enabling this
setting enforces the transparency/opacity compositing to be performed on all
color user frame buffers (i.e. non-primary color buffers) regardless of the
individual setting on the frame buffer. By default, only the primary color
frame buffer and explicitly marked user buffers are considered for rasterizer
compositing. This option may be used in combination with the old user frame
buffer interface.
Scene Geometry
- camera space
- All geometry is expected to be defined in
camera space. Camera space assumes that
the camera is at the coordinate origin (0, 0, 0) and looks
down the negative Z axis. This means that geometry will typically
have negative Z coordinates. This is the default. In camera space
mode, instance transformations
have no effect. This mode exists for backwards compatibility only
and is not recommended. It is still the default, again for
backwards compatibility reasons. This may change in the
future.
- object space
- All geometry is expected to be defined in
object space. Each object, light, and camera
has its own coordinate space, typically but not necessarily with
the coordinate origin (0, 0, 0) in the center of the object.
The object coordinate
space is positioned and oriented in world space with the
instance transformation matrix (every
object, light, and camera requires an instance). Object space
allows multiple instancing where
the object is placed in the scene more than once using multiple
instance entities.
Contours
- contour store shader
- If the camera contains a contour output
statement, contour rendering is enabled and a
contour store shader must be
defined. This function stores information about the future contour
edge, such as color, depth, normal, and other local information
that is later used by the contour
contrast shader to decide where the contour lines should be
drawn, and by contour shaders to decide which colors and
thicknesses the contours should have. Shader lists are not allowed
here.
- contour contrast shader
- If contour rendering is
enabled, a contour contrast
shader must also be defined. It decides where the contour lines
should be drawn based on values stored by
contour store shaders. The contrast
shader compares two such value sets at a time. Shader lists are not
allowed here.
State Shaders
- state shader
- State
shaders may be used to manipulate the state of mental ray before
regular shaders are called. State shaders are invoked on four occasions:
right after a shader state has
been created, right before the state gets destroyed, before a sample is
taken, and after the sample has been taken. These four cases may be
distinguished by constants passed to the shader from mental ray. State
shaders are defined in the options block
of the scene.
- state [ [ shader [ ,
shader … ]] ]
- List of state
shaders that are called sequentially in the given order. Typically
required when several shader packages used in a scene need to provide
their own state shader to work. The empty list removes all state shaders
from the scene.
Diagnostic Modes
- diagnostic grid off|object|world|camera S
- Draws a colored grid on all
objects in the scene visualizing the coordinate space given. The
distance between grid lines is S units. This is useful to
estimate the size and distances between objects and to visualize
the object space of objects.
The off argument turns this mode off.
- diagnostic bsp off|depth|size
- This mode visualizes the depth and leaf size of the BSP tree
used for ray tracing
acceleration. This works only if ray tracing is enabled ( trace
on) and the regular BSP algorithm is used ( acceleration
bsp). (It does not work for large bsp.) Both modes
are the default. The image is scaled so that black means zero depth
or size, and red or white means highest depth or size encountered
(the absolute values are shown in the message output if the
verbosity is 4 or higher). BSP diagnostics can be used to check how
often the maximum BSP depth and the maximum leaf size were reached,
as specified with bsp depth and bsp size
statements. If this happens frequently, the parameters should be
increased.
- diagnostic photon off|density|irradiance N
- When using photon maps, this
mode replaces all material shaders in a scene with an internal
shader that produces a false-color
rendering of photon density, or the
average of the red, green, and blue
irradiance components. Photon density is
the number of photons per unit surface area. N is the
density (or irradiance) that is assigned to 100%, or red. The
colors are, from 0% to 100%: blue, cyan, green, yellow, and red.
Higher values fade to white. N can be given as zero in which
case the appropriate maximum is automatically found. This mode is
useful when tuning the number of photons in a
photon map and setting the various
accuracy options, since the density (or irradiance) is
estimated using those settings. The off argument turns
this mode off.
- diagnostic samples on|off
- This mode replaces the rendered image with a grayscale image
showing the number of image samples made for each pixel. A black
pixel has had no samples, whereas a white pixel has had the maximum
amount as specified with the -samples option. In addition,
a red grid is drawn indicating task boundaries. Samples that lie
exactly on pixel boundaries are considered to belong to the lower
and/or left pixel. This mode is useful when tuning the
samples and the contrast options for optimal
effect.
- diagnostic finalgather on|off
- This mode shows final gathering points, as green dots for
initial raster-space final gathering points, blue dots for final
gather points from per-object finalgather map files and red dots
for render-time final gathering points.
Miscellaneous
-
face front|back|both
- The front side of a geometric object in the scene is
defined to be the side its normal vector points away from. By
specifying that only front-facing triangles are
to be rendered, speed can be improved
because fewer triangles need to be tested for a ray. This works
well unless there are objects whose back side is seen by refracted
or reflected rays - with face front, the back side would
not be visible. The default is face both, and works best
if volume effects are used, which usually depend on closed
volumes.
-
task size sizeint
- This option specifies the size of the image tasks during
rendering. Smaller task
sizes are convenient for previewing, but also increase the
overall rendering time. This option can also be used in order to
optimize load balancing for parallel rendering. If the
task_size is not specified, an appropriate default value
is used. Note that very small task sizes can cause the
scanline rendering algorithm to perform
poorly and in such cases it may be desirable to turn it off. See
scanline above.
- inheritance " function_name "
- To use parameter inheritance,
a user-provided inheritance function must be
specified. The function_name is the name of a C function
linked to mental ray using a link command. No user-defined
parameters are passed. The inheritance function is called for every
pair of instances of which one is the parent (one level higher up
in the scene DAG) of the other.
The inheritance function must compute a set of inherited parameters
from the parameters stored in these two instances. It is called
even for the instances that contain no parameters and for top-level
instances; in this case the corresponding parameter argument
pointer is zero. Inheritance shaders are not regular shaders; they
are usually written by translator writers who need to emulate the
inheritance methods used by the language to be translated.
- traversal " function_name
"
- The traversal statement is similar to the inheritance statement
above, but installs function_name as a
traversal function instead of an
inheritance function. Traversal
functions accessible through the options have more control over the
inheritance process. It
is not possible to have both an inheritance and a traversal
function.
- luminance weight ntsc
- This statement defines the RGB component weights used by the
mi_luminance shader API
function as (0.299, 0.587, 0.114), as defined by the NTSC
standard.
- luminance weight r g b
- This statement defines the RGB component weights used by the
mi_luminance shader API
function as ( r g b).
-
colorprofile "profile_name"
- This statement causes the use of color spaces. Specifically,
the named color profile defines the rendering color space. The
profile name may be one of mental rays already
pre-defined profile names, or it may
refer to a profile defined earlier within a colorprofile
block.
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