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What's New in mental ray Version 3.4

     
 
 
 
 
 
 



 

The following list highlights the most important changes made in version 3.4 of mental ray:

Rasterizer
  A new rasterizer has been implemented for fast rendering of directly visible objects and objects seen through transparency. It is specifically designed for efficient rendering of complex scenes in high visual quality, with and without motion blur and displacement, where ray tracing effects are of lower importance. This implementation replaces the "rapid motion" mode as a first-hit renderer.
  The rasterizer is loosely based on a micro polygon architecture in order to limit shading time while at the same time providing high quality anti-aliasing. It is also well suited for large amounts of geometry. The rasterizer can be combined with ray tracing for shadows, reflections, refractions, global illumination, and other ray tracing effects.

Final Gathering Enhancements
  Final gathering quality and performance have been significantly enhanced in version 3.4. The sampling and interpolation algorithms haven been improved to provide higher quality in still images and in animations in less time than in version 3.3.
  Final gathering has also been extended to support multiple diffuse bounces (final gathering can also be combined with photon mapping to simulate arbitrary light paths).

Frame Buffers
  Frame buffers are now by default stored on disk during rendering, allowing for arbitrarily many and arbitrarily large frame buffers. This supports work flows separating many layers and passes to be combined in compositing.

Hair Rendering Improvements
  Larger amount of hair can now be rendered in the rasterizer. This has been achieved by splitting of large hair objects into smaller portions of optimal size.

Hardware Rendering Improvements
  Many improvements have been made in hardware rendering, including order independent transparency, high quality anti-aliasing, and 2D hardware motion blur.

Object and instance flags
  Object and instance flags have been generalized to provide flexible, efficient control over aspects like visibility, shadows, reflections, and participation in global illumination per object or per object instance.

Efficient Geometry Representation
  The internal representation of tessellated geometry in memory has been optimized for less memory consumption and higher cache efficiency. This allows to render larger scenes in less time.

OpenEXR Support
  Full support of high dynamic range images in the OpenEXR version 1.2 format, including texture tiling, texture caching, and arbitrary image channels.