mental ray
The standalone mental ray rendering software accepts a large number of
options when started from a shell command line. Most of these correspond to
similar commands or camera and options statements in the scene file.
When an option is given on the command line it will override the related
command or statement in the scene file, which in turn overrides the built-in
default settings. Certain command line options given below have a default
choice that applies only if the corresponding setting is not present in
the scene file.
Usage
mental ray is started as
ray [options] [scenefile...]
Scene file names normally end in .mi. If the file extension is
missing mental ray will read the name as specified, and if this fails,
retry with .mi automatically added. If multiple scene files are
given then they are read sequentially as if they had been provided as a
single file. This allows to separate scene content into better manageable
parts, like taking the scene body from one file and the actual render
statements from another. If no scene file is given, the scene is read from
standard input.
Note
Piping scene data via standard input to mental ray is subject to buffering
by the operating system and the .mi parser. As a consequence, small .mi text
snippets passed to the renderer may not be recognized immediately. To force
instant execution of provided .mi commands the caches should be flushed by
sending a sufficiently large block of "space" characters that
exceeds the overall size of all buffers involved, currently around 16K Bytes.
Options 3.13
The command-line options can be abbreviated as long as the given substring
is unambiguous. mental ray checks for ambiguities and prints an error message
listing the choices. For example, -resolution can be abbreviated as
-res. For frequently-used options such as -verbose and
-filename, short forms are available. The available options are:
-
-acceleration bsp|bsp2 |largebsp
- Selects the standard binary space partitioning (
BSP) algorithm, or the new
bsp2
algorithm to be used for the large scenes and
scenes with assemblies. The largebsp
algorithm is kept
for the compatibility. The default is BSP.
All these algorithms accelerate ray tracing.
-
-ao on|off
3.13
- Enable ambient occlusion.
- If
on
then AO is generally enabled, both for computation
on demand of shaders on the CPU, as well as the built-in AO pass that
can take advantage of the GPU. For the shader support, the AO data may be
cached in a point cloud if enabled, to avoid frequent re-calculation in
animations. Shaders can decide to use the pre-computed AO data or issue
a brute-force AO computation per sample. In case a valid AO frame buffer
is given, the separate AO pass is computed automatically and independently
on a GPU, or on CPU as a fallback. In this mode, the beauty and other
frame buffers can be rendered simultaneously, so that such AO pass comes
almost for free if a capable GPU is present. In this mode, the AO quality
is controlled by the global options only; the results may differ from a
custom shader based solution.
- The default is
on
.
-
-ao_pass_file "filepath"
3.11
- Set a file for the ambient occlusion pass.
- This option will force the automatic creation of a frame buffer
and enable the ambient occlusion pass.
- The default is
none
.
-
-ao_pass_iterations iterations
3.13
- Specify the number of iterations to accumulate AO samples in a pixel
of the ambient occlusion pass.
- 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.
The total number of ambient occlusion rays per pixel is approximately the
product of pass iterations and rays. If this option
is not set it is derived from mental ray max samples setting, both for
traditional and unified sampling modes.
-
-ao_pass_filter pixels
3.13
- Set the pixel radius used to filter the
ambient occlusion pass.
- This filtering reduces noise artifacts, recommended values range
from 4 to 12.
- The default is
0
, for no filtering.
-
-ao_pass_gpu_devices bitmask
3.13
- Select the CUDA devices to be used for the
ambient occlusion pass.
- A value of
0
will force the CPU mode.
- The default is
-1
, for all CUDA devices.
-
-ao_rays nraysint
- Number of rays to compute ambient occlusion.
- The default is 256.
-
-ao_cache on|off
- Toggle ambient occlusion cache precomputation. Default is off.
-
-ao_cache_density density
- Maximum ambient occlusion cache points density per pixel. Default is 1.0.
-
-ao_cache_points points
- Ambient occlusion cache points to lookup. The default value is 64.
-
-ao_max_distance distance 3.11
- Set the maximum distance of objects considered for occlusion,
in world space. Negative values specify the factor in relation to the scene
extent.
- The default is -1, for full scene extent.
-
-ao_falloff exponent 3.11
- Set the exponential falloff behavior for ambient occlusion.
The AO contribution will be faded between
min
and max
distance values using the given exponent.
- The default is 1, for linear falloff.
-
-ao_falloff_min_distance distance 3.11
- Set the minimum distance where falloff starts.
- The default is 0, for immediate falloff.
-
-approx [options]--
- Specifying override approximations
on the command line. Override approximations override any object approximations
in the scene file. They are primarily useful for fast preview rendering,
where approximation accuracy is not required. The following options
can be specified:
view
| view-dependent approximation
|
fine
| fine approximation with microtriangles
|
sharp
| faceted, useful for fine displacement
|
parametric U V
| rectangular grid of U × V triangles
|
regular U V
| rectangular grid that spans patches
|
length L
| triangle edge length less than D
|
distance D
| distance from true surface less than D
|
angle A
| angle between neighboring triangles less than A degrees
|
any
| any of length, distance, and angle is satisfied
|
min max
| subdivide at least min and at most max times, default 0 5
|
- Except for any, which must be spelled out, all options
can be abbreviated by their first letter. If no options are
specified ( -approx -- ), parametric 0 0 is used, which
produces a very fast low-quality approximation. See the scene
description chapter for detailed information on approximations.
-
-approx_displace
[options]--
- This option is similar to -approx and accepts the same
options, but sets the override approximation for displacement. If
no options are given, it defaults to parametric 0 0, which is so
low that most displacements turn into a vaguely bumpy surface.
High-quality displacement requires an approximation like
-approx fine view length 0.25 0 7 --
-
-aperture aperture
- The aperture is the width of
the viewing plane. The height of
the viewing plane is aperture divided by aspect.
-
-aspect aspect
- This is the aspect ratio of
the camera. The default is 1.33. In
camera space, aperture is the
width of the viewing plane, and
aperture divided by aspect is the height. The viewing
plane is divided into pixels as specified by the
resolution viewdef, so the aspect will result in
nonsquare pixels if it is not equal to the X
resolution divided by the Y resolution.
-
-assembly_path "path1:path2:…"
- Specifies a directory where assembly files are stored. By default,
assembly files are searched in the current working directory.
-
-bsp_depth depthint
- The maximum number of levels in the BSP
tree. This option is used only if
binary space partitioning is enabled. Larger tree depths reduce
rendering time but increase memory consumption, and also slightly
increase preprocessing time. The default is 40.
-
-bsp_size sizeint
- The maximum number of primitives in a leaf of the
BSP tree. Larger leaves will be
subdivided unless the bsp_depth is reached. This option is used
only if binary space partitioning is enabled. Larger leaf sizes
reduce memory consumption but increase rendering time. The default is 10.
-
-bsp_shadow on|off
- Allow mental ray to create a separate shadow BSP tree to accelerate
raytraced shadows. 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.
-
-caustic on|off
- Enable or disable the generation of caustics
in an appropriately defined scene. The default is off.
-
-caustic_accuracy nphotons [radius]
- The number of photons used
to estimate caustics during
rendering and the maximum radius to be used when picking up the
photons. The number of photons may be set to 0, which means that
all photons within the given radius are used. The defaults are 100
and a scene-size dependent radius.
-
-caustic_merge distance
- To reduce photon map size, merge caustic photons which are
closer than the specified distance.
-
-caustic_scale rgb[a]
- Caustics are multiplied by the specified color. Factors greater
than 1.0 make the caustic brighter.
-
-clip hither yon
- The hither (near) and yon (far) planes are planes
parallel to the viewing plane
that delimit the rendered scene for scanline rendering. Raytracing
is not affected. Points outside the space between the hither and
yon planes will not be rendered.
The defaults are 0.001 and 1000000.0.
-
-code "filename" ... --
- The named filename is interpreted as a C source file
(ending with the extension ".c") and compiled and linked into mental ray.
-
-colorclip rgb|alpha|raw
- This option controls the
rules used to clip an RGBA color before quantization to an 8-bit or
16-bit frame buffer. The rgb mode states that RGB are
first to be clipped to the range [0,1] before A is clipped
to [max(R,G,B),1]. This is the default mode.
The alpha mode lets A first be clipped to [0,1]
before RGB is clipped to [0,A]. Both of these modes ensure
that all channels are within [0,1] and that A is no less
than any of R, G, and B, which is is the valid domain of
premultiplied colors. The third mode, raw, ignores all
requirements, and clips both A and RGB to [0,1]. This is
useful to make mental ray modify output colors as little as
possible. Because the color output may be invalid, the raw mode
overrides the premultiply off option if present.
Desaturation is always applied if enabled. Since mental ray 3.5, color
clipping is applied to the color averaged over the time if motion
blur is rendered.
-
-contrast r g b[a]
- The contrast controls
oversampling. If neighboring
samples differ by more than the color r, g, b, a,
oversampling is done as specified by the
sampling options. The default is 0.1 0.1 0.1 0.1. If missing, the
default for a is the average of r, g, and
b. Note that this option has no effect with the rasterizer.
-
-c_compiler "filename"
- If this option is given, the standard C compiler "cc"
is replaced with filename.
-
-c_flags "options"
- The options string replaces the standard options given
to the C compiler. The defaults depend on the machine type. If the
options begin with two plus signs2.1, such as
"++ -I.", it is inserted into the default options instead
of replacing them.
-
-c_linker "filename"
- If this option is given, the standard linker "ld" is
replaced with filename.
-
-desaturate on|off
- If a rendered sample returns an RGBA color whose components are
outside the legal range, mental ray will clip the color into this
legal range. This option determines how the clipping of R, G, and B
is performed. If desaturation is
turned off, which is the default, the components are clipped
individually. If turned on, then if any of R, G, and B exceed the
allowed range, the color is shifted towards the grayscale axis of
the color cube in order to try to maintain the perceived brightness
of that color, effectively bleaching out the color. The valid range
of RGBA is controlled by the colorclip option.
-
-diagnostic bsp depth|size
- This diagnostic
mode can be used to visualize the parameters for
BSP tree parameters (see -bsp
depth and -bsp size options), to find the reason for
unexpected large depths or sizes reported after rendering. This
does not work in largebsp nor bsp2mode because
they never create a single fixed BSP tree from which consistent
diagnostics could be computed.
-
-diagnostic grid off|object|world|camera
size
- This diagnostic mode is intended for
scene debugging. Unless set to off, it draws a colored grid
on all objects in the scene that shows object, world, or
camera space coordinates. Steps
on the X, Y, and Z axes are shown with red, green, and blue grid lines,
respectively. The distance between grid lines is size units.
This is useful to estimate the size and distances between objects
in mental ray, or to visualize object space coordinates. The
off argument disables the grid, which is the default.
-
-diagnostic hardware
solid|wire|window|debug
- Hardware rendering diagnostics. The solid mode turns
off shading and uses a default gray material. The wire
mode does not shade at all but displays the wire-frame model only.
The window mode pops up a window on the screen, showing
rendering progress. The debug mode enables Cg compiler
debugging. Disabled by default.
-
-diagnostic photon off|density|irradiance max
- When rendering caustics or
global illumination, this option
disables all material shaders in the scene and 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. max 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. max can be given as zero in
which case the appropriate maximum is automatically found. This is
done after the whole image has been rendered. This mode is useful
when tuning the number of photons in a photonmap and setting the
various _accuracy options, since the density (or
irradiance) is estimated using those settings. The default is
off.
-
-diagnostic samples on|off
- Switch to sampling
visualization mode and create grayscale images representing
sampling densities instead of color images. A black pixel has had
no samples, whereas a white pixel has had the maximum amount as
specified by the -samples option. In addition, a red grid
shows task rectangle boundaries. Off by default.
-
-diagnostic finalgather
- This mode shows final gathering points, as green dots for
initial raster-space final gathering points, blue dots for final
gathering points from per-object finalgather map files, and red
dots for render-time final gathering points.
-
-displace on|off
- Ignore all displacement
shaders if set to off. The default is
on.
-
-displace_presample on|off
- Enables or disables presampling of displacement-mapped
geometry. Presampling increases performance by introducing a
preprocessing phase before tessellation, and is enabled by default.
If turned off, rendering begins earlier but takes longer; this is
sometimes useful for preview rendering.
-
-dither on|off
- Dithering mitigates 8-bit and
16-bit color quantization errors by introducing noise into the pixel such
that the round-off errors are randomly distributed.
- The default is off.
-
-echo "filename" [ascii]
[source] [approx] [norendercommand]
[textures] [incremental]
[omit "S"]
[norecurse "S"]
[explode [N]] --
- Echo the current scene
to the file filename. The options specify the format of the
echoed file. Allowed options are: ascii uses ASCII format
for the vectors (default is binary), source prefers source
geometry over triangles if available (default), approx
prefers triangles over source geometry if available,
norendercommand disables the echo of the render
command, textures includes texture pixel data verbatim.
incremental causes multiframe animations to be echoed in a
more compact format, by omitting scene elements that did not change
since the previous frame. omit specifies that certain
types of elements, specified by S, should be omitted from
the output. It is supported by mental ray 3.0 only. Note that both
omit and norecurse will produce incomplete and
nonrenderable scene files. These options are useful for extracting
subsets of a scene. norecurse specifies that references of
certain types of elements specified by S should be omitted
from the output. It is supported by mental ray 3.0 only. For
example, if S contains icil, instances of cameras
and lights would be echoed (unless disabled by omit), but
the instanced camera or light would not be echoed first. The
S strings of the omit and norecurse
attributes are sequences of the following codes:
code |
element |
affected statement |
g | instance group | instgroup |
o | geometric object | object |
c | camera | camera |
l | light source | light |
m | material | material |
t | texture | texture |
p | option block | options |
s | named shader | shader |
d | declaration | declare |
u | user data | data |
ig | instance of an instance group | instance |
io | instance of an object | instance |
ic | instance of a camera | instance |
il | instance of a light | instance |
is | instance of a geometry shader | instance |
-
Note that triangle echos have displacement mapping already
applied to the triangles, but the displacement shaders are not
removed from the materials so the echoed file will get displaced
twice when rendered. The echo option must be terminated with a
double minus. explode causes all objects with more than
N vertices to be written to a separate file with a name
beginning with autoload. This file will be referenced by a
placeholder object with an appropriate file statement in
the main echo file. If omitted, N defaults to 1; a typical
good value is 10000 to make sure that the overhead of opening a
file is not wasted on really small objects.
-
-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. The default is face both.
-
-fb_dir "directory"
- Specifies a directory for temporarily storing
frame buffer files.
If this option is not provided, the
environment variables TMPDIR
and TEMP are examined. If they are also not defined the
current working directory is used for storing memory mapped frame
buffer files.
-
-fb_virtual none|off|on|mapped|cache
- Control storage of frame buffers during rendering.
- Determines if frame buffers should be saved in files on disk to conserve
memory. Default is
cache
, which enables disk storage of rendered
tiles in temporary files while keeping only a small fraction of the frame
buffer in memory. This option may save significant amount of memory when
rendering very high resolution images, especially on 32bit systems.
Alternatively, frame buffers may be stored in memory mapped files by setting
to on
or mapped
, enabling frame buffers to be swapped
to disk in full resolution by the operating system if memory is low. This
option may perform better in case of many additional frame buffers with medium
to low resolution. File storage can be disabled completely by setting the
option to off or none
, for example to gain speed on
systems where sufficient memory is available, like well equipped 64bit systems.
-
-file_dir "path"
- If set then all output images are written to the given
directory path. This is especially useful for animations
with multiple frames.
-
-file_name "filename"
- Overrides the file name given by the first file output
statement in the camera definition in the scene file. The full file
or path name must be given, including extension if desired.
-
-file_type "format"
- Overrides the file format given by the first file
output statement in the camera definition in the scene
file. File formats include "pic" for Softimage image
files, "rla" for Wavefront RLA files, and "ps"
for PostScript files if contour mode is enabled.
-
-filter[clip]
box|triangle|gauss|mitchell|lanczos
width[height]
- This option specifies how multiple samples in recursive
sampling mode are to be combined. The filter defaults to a box
filter of width and height 1. The filter size can also be
specified, in pixel units. Good filter sizes are 1.0 for
box, 2.0 for triangle, 3.0 for gauss,
and 4.0 for mitchell and lanczos. mental ray 3.2
and up also support clip mitchell and clip
lanczos to clip the filter result to the sample range under
the filter, which avoids ringing in these filters because they
contain negative coefficients. This option requires a sampling
density of at least -1 0.
-
-finalgather on|off|only|fastlookup
- Enables or disables final
gathering. It is disabled by default. Final gathering is a
rendering technique used for computing
indirect illumination with a
one-generation raytracing step. mental ray 3.0 added a third
choice, fastlookup, that enables final gathering and also
arranges for irradiance to be
stored in the photon map. This
slows down photon tracing but
greatly accelerates final gathering. mental ray 3.3 added the
only keyword, which computes the finalgather map and skips
rendering.
-
-finalgather_accuracy[view]
nraysint
[maxdist[mindist]]
- nrays is the number of rays cast in a final gathering
step during rendering. The default is 1000. maxdist is the
maximum distance within which a final gather result can be reused.
The default is scene dependent. mindist is the minimum
distance within which final gather results must be reused. The
default is scene dependent. Both distances are specified in world
space units, or raster space
units if view is specified.
-
-finalgather_contrast r g b[a]
- Similar to contrast, but
controls the adaptivity in the final gather pre-computing. The
default value is contrast.
-
-finalgather_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. Diffuse
bounces can also be controlled. It is not normally
necessary to choose depths 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.
-
-finalgather_display on|off
- Allows image previewing during the finalgather presampling
stage if the imf_disp viewer is attached to the output
image file. This is disabled by default. The quality of the preview
image is very low, but it allows fast detection of illumination
problems in a scene. This option has no impact on the final image.
To improve performance it is recommended to disable this option for
non-interactive rendering.
-
-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. 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
reducing memory usage for the geometry cache.
-
-finalgather_file "name"
["name" "name"
… ]−−
- Tells mental ray to use the given file(s) for loading and
saving final gather points. Only the first file is used for writing
and upgrading, any additional files are only read and merged. If
the finalgather file
does not exist, it is created and the complete final gather map is
saved. If mental ray creates extra final gather points, they are
appended to the (first) file. This means that the file may grow
without bounds. If first name is
off
the
feature is disabled.
-
-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. The default is 1; 0 turns speckle
elimination off and greater values remove more speckles and soften
contrasts. Sizes greater than 4 or so are not normally useful.
-
-finalgather_modemode
- Select one of the four finalgather modes. 3.4 and
strict3.4 are the compatibility modes. The former one
focuses on usage of the same argument set, but with rendering
improvement, The latter focuses on rendering identical or very
similar images as mental ray 3.4. The automatic mode
primarily targets rendering of single still images. The
multiframe mode targets rendering of the 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 mode, all finalgather points
are produced in the finalgather precomputing stage. For the
multiframe mode, the finalgather accuracy max
radius 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. See
also the functionality description
and scene file syntax.
-
-finalgather_passesNint
- A positive value, typically 3 or above, enables progressive final
gathering pre-computation with the given number N of refinement
passes. A value of 0 disables this feature for backwards compatibility.
See the functionality description
and scene file syntax
for details.
-
-finalgather_pointsPint
- In the automatic and multiframe finalgather
modes, the number of finalgather points used for interpolation of
the indirect illumination.
-
-finalgather_presample_densityT
- This option controls the density of initial finalgather points
created during preprocessing (green dots in the diagnostic image).
It increases (decreases if T < 1) the number of
precomputed finalgather points approximately T times.
-
-finalgather_rebuild on|off|freeze
- If a filename is specified using the -finalgather_file
option, it is normally loaded and used if the file exists.
-finalgather_rebuild on causes existing files to be
ignored, all final gather points will be recomputed and an existing
file will be overwritten. freeze is equivalent to
on, except that the final gather map, once created by
reading it from a file or building it in the first frame, will
never be modified. Extra finalgather points created during
rendering will not be appended, and the
finalgather file on disk will not be
modified.
-
-finalgather_scale r g b[a]
- The irradiance obtained from first bounce final gathering is
multiplied by the specified color, making the irradiance effect
brighter for factors greater than 1.0. Note that this option
applies to a single bounce only.
-
-finalgather_secondary_scale r g b[a]
- The irradiance obtained from secondary bounce final gathering
is multiplied by the specified color, making the irradiance effect
brighter for factors greater than 1.0.
-
-focal distance|infinity
- The focal distance is set to
distance. The focal distance is the distance from the camera
to the viewing plane. The
viewing plane is the plane in front of the camera that the rendered
scene is projected onto; its edges correspond to the edges of the
rendered image. If infinity is used in place of the
distance, an orthographic view is rendered.
-
-gamma gamma_factor
- Gamma correction can be applied to rendered color pixels to
compensate for output devices with a nonlinear color response. All
quantized R, G, B, and alpha component values (ie. not if the frame
buffer is floating-point or RGBE) are raised to
gamma_factor. The default gamma factor is 1.0, which turns
gamma correction off. The
reverse correction is applied to all quantized texture images.
-
-geometry on|off
- Ignore all geometry shaders if set to
off. The default is on.
-
-gi on|off 3.13
- Enable the computation of global
illumination using the global illumination
"next" prototype.
- Activates the new brute-force GI prototype 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
- Adjust the number of rays used in the
global illumination "next" prototype.
- The default is
100
.
-
-gi depth depthint 3.13
- Adjust the trace depth for indirect lighting used in the
global illumination "next" prototype.
- The default is
2
.
-
-gi_gpu on|off|diffuse 3.12
- Control the computation of global
illumination using GI GPU.
- If set to
on
or diffuse
then indirect illumination
is computed with the GI GPU engine, running on CUDA-capable GPUs,
or on CPUs if no useful GPU is available. If final gathering is also enabled
then its settings are used to derive parameters for GI GPU that would lead to
a rendering with a similar quality. See the counterpart
scene option for more details.
- The default is off.
-
-globillum on|off
- Enable or disable the computation of global
illumination using photons. To actually compute global
illumination, lights must have an energy, and materials must have photon
shaders.
- The default is
off
.
-
-globillum_accuracy nphotonsint
[radius]
- The number of photons used
to estimate global illumination during
rendering and the maximum radius to be used when reading photons during
rendering. The defaults number of photons is 500. If nphotons is set
to 0, all photons within the given radius are used. The default radius is
scene size dependent.
-
-globillum_merge distance
- To reduce photon map size, merge globillum photons which are
closer than the specified distance.
-
-globillum_scale r g b[a]
- The irradiance obtained from the globillum photonmap lookup is
multiplied by the specified color, making the effect brighter for
factors greater than 1.0.
-
-H "path"
- Specifies the directory where hardware shaders are located.
This is a shorthand for hardware_path.
-
-hair on|off
- Hair rendering can be enabled or disabled from the commandline
with this switch. This can be useful for faster test renders
without the full effects. The default is on.
-
-help
- Print a summary of all options with their allowed parameters,
and terminate.
-
-hosts "hostname
[:portnumber]
[remote parameters]"…
--
- The machine list overrides the machine list taken from the
.rayhosts file, if present. One slave is started on each
machine specified. Machine names must be given as expected by the
local name resolving method (such as /etc/hosts) or as a
numeric IP address ( nnn.nnn.nnn.nnn).
-
-I "path1:path2:…"
- Overrides the path used to resolve $include commands
in the .mi scene file. The default path contains the directories
., {_MI_REG_INCLUDE},
/usr/local/mi/rayinc, /usr/include, and
/usr/include/mi. Note that only one -I option can
be specified. It may contain a colon-separated (
Unix only) or semicolon-separated
(Unix and Windows NT) list of
directory paths that are tried in sequence if a $include
command using angle brackets is used in the .mi scene file. Paths
introduced with an exclamation point are special; they are applied
to quoted $include paths too, and substitute the entire
directory path. This can be used to force mental ray to use a
specified path regardless of the path specified in the
$include command, for example because that path points to
an obsolete version of a declaration file. For example, -I
/a:/b:!/new tries to find a path <x/y/z> first
as /a/x/y/z, then /b/x/y/z, then /new/z.
-
-imgpipe fdint
- Normally mental ray prints connection information into the
output image file that let programs like
imf_disp connect and display
images while being rendered. If -imgpipe is used, the relevant
information is printed to the given file descriptor fd instead.
This can be used for command lines such as
ray -imgpipe 1 scene.mi | imf_disp -
The imf_disp program is a viewer coming with mental ray
that supports image piping.
-
-importon on|off
- Control the emission of importons. The default is off.
-
-importon_density density
- The density of importons that are emitted from the camera per
pixel, on average. The default is 1.0, which means that one
importon for each pixel will be emitted on average. Values lower
than 1.0 mean less importons and thus coarser photon distribution
for more speed but less quality. Values greater than 1.0 create
more importons and thus finer photon distribution.
-
-importon_trace_depth depth
- The maximum number of bounces that are allowed for importons.
The default is 0 (that is, no diffusion). The higher this value,
the more importons will get diffused in the scene. Note though that
photon shaders might decide not to diffuse them anyway.
-
-importon_traverse on|off
- Enables the complete traversal of the scene for importons, that
is they will be stored for all intersections of the ray with the
objects of the scene from the camera to infinity. The default is
on. This means that more importons are being stored in the scene
(and hence more photons later during photon shooting) to remove or
reduce artifacts due to photon distribution discontinuities.
-
-ip on|off
- Enables irradiance particles. This may enforce other options in mental
ray which are not compatible to be disabled or ignored. The default is off.
-
-ip_rays nraysint
- Controls the number of rays shot while estimating the irradiance. This
value has similar meaning to the number of rays used for final gathering,
but specifies a maximum number. Irradiance particles typically deliver better
quality compared to final gathering used with the same number of rays. The
minimum is 2. The default value is 256.
-
-ip_indirect_passes nint
- Sets the number of possible passes of indirect lighting. If this number
is 0 then irradiance particles will carry just direct illumination. Higher
values enable computation of a sequence of passes to collect the irradiance
coming from multiple indirect illumination bounces, which will be added to
the irradiance particles. The default value is 0.
-
-ip_scale [r g b]a
- This is a global scale factor applied to the intensity of the irradiance
during rendering. Values different from default do not lead to a physically
correct rendering but are useful for artistic purposes. A single value may be
specified which is applied to all R, G, and B color components, or individual
values can be given for each color component. The default value is 1.0.
-
-ip_interpolate modeint | "string"
- Control the use of interpolation. It can either be a numeric value or a string.
0
means no interpolation, 1
means interpolate always, and
2
means interpolate only for secondary rays (that is, no interpolation
for eye rays and interpolation for reflections, retractions, etc). Alternatively, the
strings "never"
, "always"
or "secondary"
may
be used. The default value is "always"
.
-
-ip_interppointsnint
- Sets the number of irradiance particles used for the lookup interpolation.
The default value is 64.
-
-ip_env on|off
- This flag enables the use of the environment maps for irradiance
computation. If enabled then a separate particle map is built just for the
environment (if an environment shader is present) and used during rendering
for image based lighting. The default value is on.
-
-ip_env_rays nraysint
- Controls the number of rays used for the computation of irradiance coming
from the environment map. This number can be greater than the number of rays
used for normal irradiance computation, especially if most of the environment
is covered by scene geometry (like in a room with just one or two windows).
For outdoor scenes, a smaller number of rays is often sufficient. The default
is equal to the number of irradiance particle rays.
-
-ip_env_scale [r g b]a
- A global scale factor applied just to the irradiance contribution from
the environment. The resulting irradiance will be further scaled by the global
irradiance particle scale value. A single value or individual values per color
component may be given, in the same way as for the general scale. The default
value 1.0.
-
-ip_file "name"
- Specifies the file name for the irradiance particle map on disk. If the
file exists, mental ray will try to read the irradiance particle map from it
unless the rebuild option is enabled. If the irradiance particle map can't be
read from the file mental ray will compute it and save it to a file with the
given name. This is consistent with the option for photon maps, for example.
The default is no name, i.e. irradiance particles are not associated with a
file.
-
-ip_rebuild on|off
- If set to
on
, mental ray will compute the irradiance particle
map even if a file with a name given with the previous string option exists.
If set to off
, then mental ray will either read it from a file
if specified, or it will reuse the irradiance particle map coming from the
previous frame in an animation, useful to avoid flickering in fly-throughs.
Note, the irradiance particle map may lose quality if objects or camera are
moving. The default value is on.
-
-iray on|cpu|gpu|off
- If set to
on
, mental ray will enable the
iray rendering mode and utilize both GPUs and
CPUs in hybrid mode to render the scene. If set to cpu
then iray will not use any GPU but only the CPU to render. Similarly, if set
to gpu
then only GPUs will be employed for iray rendering and
no CPU. If set to off
then regular mental ray rendering is
performed. The default value is off
.
-
-jitter jitter
- The jittering factor
introduces systematic variations into spatial sample locations if
jitter is set to 1.0, which is the default. Jittering can be
disabled by specifying a jitter of 0.0.
-
-L "path1:path2:…"
- This is an abbreviation for -ld_path.
- -ld_libs "libraries "
- The libraries string replaces the standard library
options given to the linker. The defaults depend on the machine
used, typically "-lm -lc". Linker options are machine
dependent and operating system dependent and cannot be changed.
-
-ld_path "path1:path2:…"
- Supply a list of library search paths that mental ray searches
for shader libraries containing shader code. The paths given here
precede those that can be given by the
environment variable
MI_LIBRARY_PATH and the built-in search path (consisting
of the directories {_MI_REG_LIBRARY},
/usr/local/mi/lib, and .; see page regpath).
-
-lens on|off
- Ignore all lens shaders if
set to off. The default is on.
-
-light_is on|off|all|local
3.12
- Set the light importance sampling mode.
-
-light_is_quality quality [quality_2]
3.12
- Set the presampling quality for
light importance sampling.
-
-light_is_precomp on|off
3.11
- Control the presampling mode of
light importance sampling.
-
-lightmap on|off|only
- This mode enables rendering of lightmaps. By default, lightmaps
are enabled. If this option is set to only, only the
lightmaps but not the camera images are rendered.
-
-lightprofile_path "path1:path2:…"
- File search path for light profiles.
-
-link "filename" … --
- Like the code command, the link command attaches external
shaders to mental ray, which can then be used as shading functions.
While the code command accepts ".c" files as filename, the
link command expects either object files ending in ".o" or ".obj",
or shader library files ending
in ".so" or ".dll".
-
-M "path1:path2:…"
- This is an abbreviation for -map_path.
-
-map_cache_size sizeint
- The size of the global cache for all maps currently present in memory,
where size is the amount in Megabytes.
- The default is dynamic, at 25% of the available memory.
-
-map_page_size sizeint
- The internal memory for storing maps is subdivided in pages. The page
size is controlled by this option, where size is the amount in
Kilobytes.
- The default is 32 KB.
-
-map_path "path1:path2:…"
- File search path for map data files.
-
-maxdisplace dist
- This option overrides all max displace values in scene objects
with dist if dist > 0. This is useful to render
old scene files built for mental ray 1.x or 2.x, which did not
support max displace, and so would fail to show any displacement
when rendered with mental ray 3.x.
-
-memory limit
- The limit argument specifies the size of mental ray's total memory
usage in megabytes, including heap (non-scene data), scene database, and
virtual memory. The default is 1000 (~1GB) on 32bit systems, and 0 (unlimited)
on 64bit systems. Note, that high values can result in out-of-memory situations
with very large scenes, and should be set to be somewhat lower than the actual
amount of memory that is available to a process on the specific machine.
20% less than the maximum available memory is a good starting point.
Swap space specified with -swap_limit is not included.
Memory limits have no effect on slave hosts.
-
-message module class_list … --
- Enable or disable individual message classes, per module. The
module names are printed at the beginning of every message printed
by mental ray; all can be used to modify the message
classes of all modules. The class_list is a
comma-separated list of classes to print. Supported message classes
are phase, progress, vprogress,
time, scene, memory, render,
vrender, resources, network,
files, and debug. The special words
default, all, and none are also
supported. A class can be inverted by prepending an exclamation
point. For example, to print less verbose RC progress messages and
make all modules report every file accessed, specify
-message rc default,!vprogress all default,files --
The message codes that perform useful actions are listed in the following table:
module |
class |
default |
action |
all | msgtrans | - | network transfers |
echo | debug | - | add comments to -echo incremental output |
gapmi | progress | on | tessellation and displacement sampling |
geomi | tessellate | - | triangles created by tessellation |
img | files | - | opened image files, texture caching |
job | debug | - | job execution, slave transfers, status |
job | resources | - | post-render job execution statistics |
mi | files | - | opened include files |
mi | progress | on | line numbers every 50000 lines |
msg | network | - | slave host rendezvous details |
msg | progress | on | host list, connecting hosts |
phen | debug | - | check shader results for
NaN (Not a Number) values |
rc | phase | on | rectangle rendering begin and end |
rc | scene | on | camera/option dump before rendering |
rci | debug | - | BSP subtree creation |
scene | phase | on | preprocessing, geometry shaders |
scene | resources | - | postprocessing statistics |
-
-motion on|off
- Normally the -shutter option
controls whether motion blurring is enabled, and turns it on if
there is a nonzero shutter interval. The -motion option
overrides this and turns motion blurring on or off explicitly. For
example, it is useful to define a zero shutter interval and then
(order is important) turn motion blurring on, so that shaders get a
correct
state→motion
vector. If motion blurring
is turned off, this vector is not computed.
Note: to turn motion blur off, the
command line option -shutter 0 should be used.
-
-motion_steps stepsint
- Approximate instance motion
transformations with steps segments. This results in a
smooth motion path, as if a
similar number of motion vectors
had been specified. steps must be a number between 1 and 15;
1 is the default. If objects with motion
transformations also specify
motion vectors, the number of
motion vectors per vertex must agree with the motion steps
value.
-
-nomaster
- When rendering with multiple hosts, schedule all jobs on slaves
only, if possible. For example, the master host will not render,
tessellate, compute shadow maps, etc, if possible; but it will
still load textures of the slaves, and will also collect and save
rendered images. The master may execute certain rendering jobs only
if the slaves run out of resources. This is useful if the master
host also runs front-end applications that must remain responsive
even under heavy load.
-
-o "filename"
- This is an abbreviation for -file_name.
-
-offset x y
- An offset for the rendered image. The default is 0.0 for
both x and y, which means that the image will be
centered on the camera's Z axis. Positive values translate the
image up and to the right. The offset is measured in pixel units.
-
-output on|off
- Ignore all output shaders
if set to off. The default is on. File
output statements are not affected.
-
-photonmap_file "filename"
- Use filename for the photon map,
in all frames. If the photon
map file does not exist, it is created and saved. If it exists, it
is loaded and used. For multiple frames it is only created for the
first frame and then loaded for the remaining frames, which can
greatly speed up rendering in scenes where the illumination does
not change much, such as camera fly-throughs.
-
-photonmap_only on|off
- If this option is set, only the photon maps but not the camera
images are rendered. The default is off.
-
-photonvol_accuracy nphotonsint
[radius]
- Controls how global illumination or caustics in participating
media are estimated by looking up the photon
map during rendering.
nphotons is the maximum number of photons to examine and
radius the maximum radius to search. if nphotons is
0, all photons are examined up
to the radius limit. A radius of 0 means that a scene
size dependent radius will be used. The defaults are 30 and
0.0.
-
-photonvol_merge distance
- To reduce photon map size, merge volume photons which are
closer than the specified distance.
-
-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_depth reflectint
[refractint
[sumint]]
- photon_depth is similar to trace_depth except
that it applies to photons. If set to 0, no photons will be
reflected; if set to 1, one level is allowed but a photon cannot be
reflected again, and so on. The defaults are 5 5 5.
-
-premultiply on|off
- Premultiplication means that colors are stored with alpha
multiplied to R, G, and B. This is the default. For example, white
at 10% opacity is not stored as (1, 1, 1, 0.1) but as (0.1, 0.1,
0.1, 0.1). If turned off, mental ray writes the colors without
premultiplication; in this case
color clipping should also be switched to raw mode.
-
-progress_frequency percentage
- Set the frequency at which mental ray should report progress
if enabled. The percentage value should be in the range from 1
to 100 to turn this feature on. It specifies that progress information
should be emitted only when this percentage of the whole render time has
passed. Normally, mental ray emits progress at a much higher rate, which
can be reduced with this setting. A value of 0 disables this feature and
reverts to the standard mental ray behavior.
Default is 0, for disabled.
-
-progressive on|off
- Enable progressive rendering
if set to
on
. Default is off
.
-
-progressive_error_threshold threshold
-
-progressive_max_samples numint
- Set criteria for automatic stop of
progressive rendering and
iray. See related
scene options for detailed description.
-
-progressive_min_samples numint
-
-progressive_subsampling_size sizeint
- Control progressive rendering
behavior and performance. See related
scene options for detailed description.
-
-rast_motion_factor factor
- Takes a positive floating point value which divides the shading
samples taken proportional to the speed of the motion of the object
in screen space. It can be used to improve rendering performance
for motion scenes without a visual quality decrease. The default
value is 0.0, which disables this feature. A good starting value
for many scenes would be 1.0.
-
-rast_transparency_depth depth
- When set to a positive integer, the transparency compositing will end
at the depth specified. The default is 250. This is a performance tuning
parameter for scenes where it is known that the main colour information is
provided by the first few depth layers.
-
-rast_useopacity on|off
- When enabled then transparency/opacity compositing is performed by the
rasterizer on all user color frame buffers (i.e. non-primary color buffers),
regardless of the individual setting on user frame buffers.
By default, this compositing is only performed on the primary color buffer,
and on user frame buffers that have been marked for compositing explicitly.
-
-reload bytes
- If this option is specified then mental ray attempts to avoid
keeping geometric objects in memory permanently, and instead
re-reads them from disk as needed. Only objects larger than
bytes are considered for this optimization. This
may save large amounts of memory on certain complex scenes. Note
that it is not possible to reload objects in some cases, for
example when the input scene is piped into mental ray or if objects
contain multiple merge groups.
- The recommended size for bytes is about 30000,
corresponding to an object with about 1,000 vertices. The default
of 0 disables reloading of objects.
- Reloadable objects occupy memory only for a short period of
time. They are read from the .mi file only when needed
(intersection hit) and not already present in memory. The mental
ray cache manager may decide to flush such objects when sufficient
memory is not available.
- It is recommended to specify object bounding boxes in the .mi
file, otherwise mental ray must calculate them when an object is
made reloadable.
-
-render beginint
[endint
[incint]]
- Render only frames begin through end. If
end is omitted, begin and all following frames are
rendered. If inc is given, only every inc-th frame is
rendered. Frame 1 is considered the first render statement
in the scene file; camera frame specifiers are not considered. For
example, 4 8 2 will skip the first three frames, then
render frame 4, 6, and 8, and omit the rest. It is not an error if
the scene file has fewer frames than requested.
-
-resolution xintyint
- Specifies the width and height of the output image in pixels.
The default is 768 576.
-
-samplelock on|off
- This option selects whether sampling of area light sources,
motion blur, and depth-of-field is static or dependent on the
frame number. The default is
on (static).
-
-samples minintmaxint
[defminint defmaxint]
- This option determines the minimum and maximum
sample rate given as powers of 2. Each
pixel is sampled at least 22·min and at most
22·max times. Positive values increase the sample
rate; negative numbers reduce it. The default is −2
0. This option has no effect with the rasterizer. The two
optional extra parameters set the default object sample limits.
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 22·min and more than
22·max samples, and in areas with no object sample
settings it will further reduce that range to
22·defmin through 22·defmax. The
defaults are −2 0 −128 127; the latter two
are markers for "no further restrictions" because they are outside
the −2 0 range.
-
-shading_samples num
- Rasterizer sampling is controlled by the -shading_samples
option. The units are shading samples per pixel, and the default is 1.0.
-
-samples_collect num
- The rasterizer adds a
separate collection phase after tile rendering that combines
subpixel samples to pixels. The num argument controls how
many shading points should be used for compositing one pixel.
Unlike the -samples arguments, the num argument is
a linear count per pixel dimension, x and y. The default is 4,
which gives 16 samples per pixel. The rasterizer no longer uses
the -samples option. Rasterizer sampling is not adaptive.
-
-samples_motion numint
- Determines at how many points in time a moving object is shaded
in rasterizer mode. The default is 1, which 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. This option does
not apply to regular scanline rendering because it does not cache
shading results.
-
-scanline on|off|rast
- Mode off allows turning off the
scanline rendering algorithm to force
mental ray to rely exclusively on ray
tracing. This will slow down rendering in many cases. The
rasterizer mode enables an
alternative algorithm that greatly improves motion blur speed. The
default scanline mode is on.
-
-shadow off|on|sort|segments
- Choose the shadow mode, or disable shadows. The default is
on. off disables all shadows, including
shadow maps. on enables
standard shadows. sort enables shadows and sorts shadow
intersections before calling shadow
shaders. Some shadow shaders require this. segments
enables shadows and traces shadow rays like visible rays. Some
shadow shaders require this.
-
-shadowmap
[on|off]
[only]
[rebuild]
[reuse]
[motion]
[nomotion]--
- This option can be used to control
shadow maps. The option list is a
sequence of one or more keywords. on activates use of
shadow maps. off disables use of shadow maps. This is the
default. only causes only shadow maps to be rendered
without rendering a color image. By default the color image is
rendered too. This is useful to precompute shadow maps before the
actual color rendering passes begin. This does not work with
detail shadowmaps because detail
shadowmap files only store shadowmap tiles that were needed during
rendering. rebuild causes all shadow maps to be
recomputed, even if they exist in memory from a previous frame or
are found on disk. By default shadow maps are computed only if they
are found neither in memory nor on disk. reuse allow the
reuse of shadowmaps. This is the default. If a shadowmap is found
in memory or on disk it is used instead of recomputing it. This
only works if object space mode
is selected in the options block
of the scene. motion activates motion blurred shadow maps.
This is enabled by default if shadow maps are turned on.
nomotion disables motion blurred shadow maps. This
improves rendering speed. merge specifies that if the
shadowmap was saved to disk (using a shadowmap file
statement in the light description), this file should be read.
Whenever a regular shadowmap computation shows that a
shadow-casting object is closer to the light than the shadowmap on
disk specifies, the closer value is used; otherwise the shadowmap
remains unchanged at that point. This can be used to build up
shadowmaps for pass rendering.
-
-shutter[delay] shutter
- This option controls motion
blurring. The camera shutter
opens at time delay and closes at time shutter. The
defaults are both 0.0. If shutter is equal to delay,
motion blurring is disabled; if shutter is greater than
delay, motion blurring 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 blurring but renders with an offset of one
half frame, which allows bidirectional post-blurring in an
output shader.
-
-stereomethod eyedistance
- This option controls stereoscopic
rendering. It sets or overrides the existing
stereo parameters on the
(first) render camera in the scene.
-
-swap_dir "directory"
- Specifies a directory for disk swapping. When mental ray runs
out of memory, it can push memory objects to disk, and load them
back when they are needed again. mental ray does this much more
efficiently than the operating system, which has no semantic
knowledge of the data. For example, source geometry is not likely
to be needed anytime soon, or at all, after it has been
tessellated. The directory should be on a local disk, not a file
server. This option should be used together with
-swap_limit, and given before -swap_limit on the
command line.
-
-swap_limit size
- Specifies the number of megabytes to write to the swap
directory specified with -swap_dir. This space effectively
becomes an extension of system memory. The default is 0, which
turns off swapping. Good numbers are in the low thousands.
-
-shutter shutter
- This option specifies the shutter
open time. A shutter value of 0.0 turns
motion blurring off, values greater than
0.0 turn motion blurring on. The standard value for enabling motion blurring
is 1.0; larger values increase the blur length. The default is 0.0.
-
-T "path1:path2:…"
- Specifies a list of directories where texture files will be
searched. The default is the current directory. The list is
colon-separated (Unix only) or
semicolon-separated (Unix and
Windows NT). As with the -I option, paths introduced with
an exclamation point are special: they substitute the entire
directory path of the texture name and keep only the last component
(the file name) when searching.
-
-task_order
hilbert|spiral|rightleft|leftright|topdown|bottomup
- Controls the order of image rectangles to be rendered. The default
is hilbert, which is rendering surrounding tiles first to benefit from
caching of data from close objects in neighboring tiles. This option can
have impact on performance which is related to the distribution of objects
in the final image.
-
-task_size task_sizeint
- This option specifies the size of the image rectangles during
rendering. Smaller task sizes
are convenient for previewing, but also increase the overall
rendering time and reduce the effectiveness of edge following. This
option can also be used to optimize load balancing for parallel
rendering. If the task_size is not specified, an
appropriate default value such as 32 is used.
-
-texture_cache on|off|local
- Enable texture caching.
- If set to
local
, only textures flagged as local
(and all .map textures, which are automatically local) will be cached.
With off
, texture caching is disabled and textures are always
loaded/memory-mapped in full resolution. With on
, the local
texture modifier is ignored and all textures in suitable image formats, like
remapped .map, tiled .exr, tiled .tif, .iff, .bmp, are cached. This mode
should not be used with distributed network rendering.
- The default is
local
.
-
-texture_cache_size size
- Limit the size of the texture cache.
- If set, the size value is taken as a limit of the texture cache
in MB. A value of
0
enables dynamic texture cache limit
that is based on the size of all textures loaded into mental ray.
The minimal value of the cache is 20 MB.
- The default is
0
, for dynamic.
-
-texture_continue
- Normally, standalone versions of mental ray abort as early as
possible when a texture file cannot be read, to avoid spending a
lot of time on unusable images and letting the farm controller know
as soon as possible. If this option is specified, mental ray will
continue and use transparent black or red-and-black checkerboard
defaults (depending on the shader) for missing texture files.
-
-threads nthreadsint
- Normally, mental ray starts one thread for each processor in
the system. The number of threads can be changed with this option.
mental ray will create more threads than specified, but only
nthreadsint will perform compute-intensive tasks
simultaneously. In mental ray 3.3 and later, this includes threads
on hyperthreaded Intel CPUs, which do not consume
licenses. For example, a two-processor hyperthreaded Xeon system would
run four threads and pull two licenses.
-
-time_contrast r g b [a]
- The time contrast controls
temporal oversampling for
motion blurred scenes. It works
similar to the spatial contrast parameter explained above but
applies to motion blur only; the number of temporal samples is
approximately proportional to the inverse of the time contrast
value. The default is 0.2 0.2 0.2 0.2. For fast
motion blur, the time contrast must be
set to 0 0 0 and minimum and maximum sampling must have the same
value, such as 2 2.
-
-trace on|off
- 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.
-
-trace_depth reflectint
[refractint
[sumint]]
- reflect 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. Additionally, it is
possible to limit the sum of reflection and refraction rays with
sum. The defaults are 2 2 4.
-
-unified_sampling on|off
- Enable unified sampling.
This may be used to disregard the settings in the scene file, see the related
scene options for detailed description.
Default is
off
.
-
-unified_sampling min max
[quality [error_cutoff]]
- Set parameters for unified sampling.
See the related scene options for
detailed description. Note, that the quality and error_cutoff
values can only be given as scalar values, not as RGB color values like in the
scene options.
-
-unified_sampling_subfilter on|off
3.12
- Set the filtering mode for
unified sampling.
See the related scene options for
detailed description.
-
-v on|off|levelint
- An abbreviation for -verbose.
-
-verbose on|off|levelint
- This command controls verbose messages.
There are seven levels: fatal errors (1), errors (2), warnings (3),
informational messages (4), progress reports (5), debugging messages (6),
and verbose debugging messages (7). All message categories numerically equal
to or less than level are printed. Verbose off is
equivalent to level 2 (fatal errors and errors); verbose on is
equivalent to level 5 (everything except debugging messages).
-
-version
- Print version information and exit.
-
-volume on|off
- Ignore all volume shaders
if set to off. The default is on.
-
-window x_lowint
y_lowint x_highint
y_highint
- Only the sub-rectangle of the image specified by the four
bounds will be rendered. All pixels that fall outside the rectangle
will be left black. This option does not have an affect on the size
of the frame buffer or saved image files; it merely suppresses
rendering pixels outside the window.
-
-xcolor["control "]
- Print colored messages. Error messages, for example, are
printed in red, which makes them stand out much better in verbose
reports. The control string allows customization.
Examples 3.11
The typical command line to render a scene file on disk looks like this:
> ray -v 5 scene.mi
Any options for this specific rendering are passed on the command line, in
this example the message verbosity is set to progress level. Note,
that more options may be in effect that are set globally per user, either in
a rayrc
configuration file or in the environment variable
MI_RAY_OPTIONS
.
Operating systems support so called named pipes (Windows), or named fifo
buffers (Unix, Mac), for communication between applications that support
reading and writing files. Such named pipes appear as files on disk, but
they actually don't store data on disk. Instead, such a pipe is reading data
from its (standard) input and immediately passing it through to its (standard)
output, with some temporary buffering.
mental ray standalone can be run on such a named pipe to render the .mi stream
it will receive, while another process may constantly feed this pipe with .mi
text input. As long as the .mi stream is not closed, and valid .mi syntax is
passed (mental ray will stop on serious syntax errors) , the renderer will
continue until stopped explicitly.
Here is a code snippet for a command line version (Unix, Mac) :
> mkfifo ray_pipe
> ray -v on mi_file.mi ray_pipe &
> cat - >>ray_pipe
render "world" "camera" "options"
^D
This would start mental ray in a background process to read scene data from a file mi_file first, then continue to read from the ray_pipe pipe until end-of-file. In the same shell we start a terminal input in the foreground, where we enter .mi text directly that is passed on to the pipe. As soon as this data has been copied through the pipe by the operating system mental ray will read it and execute the commands. In the example it would trigger a second rendering. The whole pipeline can be stopped by pressing Ctrl+D, as end-of-file.
There is one small caveat, especially with small text snippets like the above which are not passed through immediately when typed. That is because there are buffers involved, not only in the operating system but also in mental ray. mental ray keeps a .mi input buffer of 4096 characters. The buffer in the OS may be turned off, but the mental ray buffer is not controllable. That means, to get small text pieces pushed through, they should be followed by enough 'space' characters to make it a block of >4k characters. Update for mental ray 3.9 and beyond: with the introduction of compressed .mi stream support the internal buffers are now larger in size of approx. 16KB.
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