What's new in Version 3.12

Here is a summary of some of the new features and feature improvements in version 3.12 of mental ray. Please refer to the release notes for more details and for other changes which are not mentioned here.

Global Importance Sampling

The Global Importance Sampling is a new advanced optimization technique that allows to render modern and complex lighting setups much more efficiently without the need to adjust the scene. It combines the various separate importance sampling techniques into a single feature, to accelerate lighting and rendering in general.

The new approach is superior to previous attempts because it is able to distribute samples across multiple lights based on "importance". This will significantly reduce noise and rendering time, especially for scenes with a larger number of lights, especially "area" lights. The optimization is implemented in the rendering kernel so that it works seamlessly with existing shaders, no code changes are required.

The feature is currently disabled by default. It can be enabled and controlled with string options and on the command line of standalone mental ray.

Unified Sampling Flickering Filter

The Unified Sampling filtering scheme has been improved to avoid flickering artifacts. It improves filtering quality for scenes with large min/max samples variations, and helps to reduce artifacts along object edges, very bright but small highlights, and flickering in animations.

The feature is currently disabled by default, since it imposes a small memory overhead. It can be enabled and controlled with string options and on the command line of standalone mental ray.

Global Illumination GPU

This version of mental ray offers a GPU accelerated implementation of global illumination effects. In this initial form, the GI GPU mode speeds up indirect illumination through diffuse bounces of light, similar to what final gathering typically computes.

The GI GPU acceleration can be enabled and controlled with string options and on the command line of standalone mental ray.

OpenEXR 2.0

This version of mental ray has integrated OpenEXR 2.0, which provides new features like "multi-part" file storage, and support for "deep image" formats, among others.

By default, mental ray now writes multiple layers into separate OpenEXR Parts. By convention, the names of OpenEXR Parts match the names of the mental ray frame buffers.

The OpenEXR multi-part support can be controlled with a registry setting, to retain strict backwards compatibility with previous .exr files.

iray

The iray version 3.5 is a major update of this rendering mode built into mental ray. It adds support for the most recent NVIDIA GPU architectures, while retaining compatibility to previous generations of GPUs. This version also uses the latest CUDA runtime for best performance. The iray rendering core has been further optimized towards stability and scalability in multi-GPU and CPU/GPU setups.

Human Hair Shader

The new shader package basehair provides an implementation of a hair shading model to render human hair effects very efficiently. Even though it uses approximations of the complex lighting and scattering effects, the rendered results prove to be much more realistic than previous solutions for mental ray.

Improved Layering Shaders

The new shader package layering was introduced in the previous version of mental ray. The current version has been partially re-worked and greatly improved towards ease of use, and seamless integration with mental ray's frame buffer system.
The layering shader package introduces a new way of material compositing by layering base components, like illumination models and reflection properties. Commonly used mental ray shaders like architectural material or subsurface scattering are also provided as standard base layers in this package.

Scene Description Language

The following changes were made in the .mi scene description syntax:

Shader Writing and Integration

Incompatible Changes

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