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

