mental ray 3.9

New Features

Unified Sampling

The time required to tune a scene is signficantly reduced with Unified Sampling

  • No need for individual sampling settings on elements like area lights
  • Ray tracing without sampling artifacts like regular patterns
  • New (optional) simplified sampling parameters, primary sampling quality
  • Tune all existing rendering modes: ray tracing, rasterizer, progressive, and iray
  • Plain number of samples: a value of 100 means 100 samples

iray 1.2

mental ray® 3.9 integrates iray® 1.2, a major update of the world's first photorealistic and interactive rendering technology.

  • Runs on CUDA GPUs when present
  • Supports latest NVIDIA Fermi architecture GPUs
  • Photorealistic push-button rendering
  • HDR environment maps
  • IES profile lights
  • Interactive yet final frame renderer

Unified Final Gather Map

Unified Caching of Illumination Data

  • Use open data format for final gather map file storage
  • Based on the Map container for better memory handling of very large maps
  • Existing final gather maps are fully supported, including fg_copy utility

New Particle Rendering

Native Particles

  • Render millions of particles efficiently as spheres or tubes
  • Data provided in public Map format, ascii or binary
  • New scene element and .mi syntax to embed particles into the scene file
  • Example particle rendering shaders included

Ray Tracing Performance Improvements

Ray Tracing Motion Blur

  • Dramatically improved motion blur speed and accuracy for ray tracing
  • Significantly reduced memory consumption for large numbers of instances

Ray Tracing Hair

  • Greatly enhanced hair rendering performance for ray tracing
  • Faster hair renderings with IBL (image-based lighting) and ray traced shadows

MetaSL 1.2

Cross Platform Automatic Compilation and Deployment:

  • LLVM now default on all operating systems: Windows, Linux and MacOSX
  • LLVM runtime performance of MetaSL close to native C/C++ shaders

New MetaSL 1.2 language features, including:

  • MetaSL techniques, switch shader implementations at runtime
  • MetaSL material descriptions

New Utilities

imf_comp

  • For simple seamless compositing of rendered images, or image tiles.

dsm_copy

  • To inspect and visualize detail shadow map data as 2D images.

imf_copy Update

  • To create tiled pre-filtered textures in the OpenEXR format.

New Shaders

Userdata

  • A collection of shaders that retrieve custom attributes
  • These custom attributes drive material parameter for scene elements
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