请输入您要查询的百科知识:

 

词条 Mental Ray
释义

  1. Features

  2. See also

  3. Notes

  4. Further reading

  5. External links

{{DISPLAYTITLE:Mental Ray}}{{Infobox software
| name = Mental Ray
| title = Mental Ray
| logo =
| screenshot =
| caption =
| collapsible =
| author = Mental Images
| developer = Nvidia
| released = {{start date and age|1989}}
| discontinued = [20 November 2017]
| latest release version = 3.14
| latest release date =
| latest preview version = 3.14
| latest preview date =
| programming language =
| operating system = Linux, OS X, Microsoft Windows[1]
| platform =
| size =
| language =
| genre = Rendering system
| license = Proprietary software
| website = {{URL|https://www.nvidia.com/object/nvidia-mental-ray-products.html}}
}}

Mental Ray (stylized as mental ray) is a production-quality rendering application developed by Mental Images (Berlin, Germany). Mental Images was bought in December 2007 by NVIDIA.

As the name implies, it supports ray tracing to generate images. The release of Mental Ray is discontinued as of 20 November 2017.

Mental Ray has been used in many feature films, including Hulk, The Matrix Reloaded & Revolutions, Episode II – Attack of the Clones, The Day After Tomorrow and Poseidon.[2][3]

On November 17, 2017, it was announced that NVIDIA would no longer offer new subscriptions to Mental Ray from November 20, 2017 onward. There will be maintenance releases with bug fixes throughout 2018 for plugin customers.[4]

Features

The primary feature of Mental Ray is the achievement of high performance through parallelism on both multiprocessor machines and across render farms. The software uses acceleration techniques such as scanline for primary visible surface determination and binary space partitioning for secondary rays. It also supports caustics and physically correct simulation of global illumination employing photon maps. Any combination of diffuse, glossy (soft or scattered), and specular reflection and transmission can be simulated.

Mental Ray was designed to be integrated into a third-party application using an API or be used as a standalone program using the .mi scene file format for batch-mode rendering. Currently there are many programs integrating it such as Autodesk Maya, 3D Studio Max, Cinema 4D and Revit, Softimage|XSI, Side Effects Software's Houdini, SolidWorks and Dassault Systèmes' CATIA. Most of these software front-ends provide their own library of custom shaders (described below). However assuming these shaders are available to mental ray, any mi file can be rendered, regardless of the software that generated it.

Mental Ray is fully programmable and infinitely variable, supporting linked subroutines also called shaders written in C or C++. This feature can be used to create geometric elements at runtime of the renderer, procedural textures, bump and displacement maps, atmosphere and volume effects, environments, camera lenses, and light sources.

Supported geometric primitives include polygons, subdivision surfaces, and trimmed free-form surfaces such as NURBS, Bézier, and Taylor monomial.

Phenomena consist of one or more shader trees (DAG). A phenomenon looks like regular shader to the user, and in fact may be a regular shader, but generally it will contain a link to a shader DAG, which may include the introduction or modification of geometry, introduction of lenses, environments, and compile options. The idea of a Phenomenon is to package elements and hide complexity.

Since 2010 Mental Ray also includes the iray rendering engine,[5] which added GPU acceleration to the product. In 2013, the ambient occlusion pass was also accelerated by CUDA, and since 2015 the GI Next engine can be used to compute all indirect/global illumination on GPUs.

In 2003, Mental Images was awarded an Academy Award for their contributions to the mental ray rendering software for motion pictures.

See also

  • Dielectric Shader, able to realistically render the behavior of light rays passing through materials with differing refractive indices.
  • PhotoWorks (ray tracing software), previously part of SolidWorks which used a version of the Mental Ray rendering engine as its renderer in older versions.

Notes

1. ^http://www.nvidia-arc.com/products/nvidia-mental-ray/availability.html
2. ^"mental images Software Developers Receive Academy Award". Mental Images Press Release, April 23, 2011
3. ^"Large as Life: Industrial Light & Magic Looks to mental ray to Create "Poseidon"". Mental Images Press Release, April 23, 2011
4. ^{{cite web|title=NVIDIA MENTAL RAY TRANSITION FAQ|url=http://images.nvidia.com/content/newsletters/email/pdf/Mental-Ray-FAQ-201.pdf|publisher=NVIDI|accessdate=November 18, 2017}}
5. ^{{cite report |title= "The Iray Light Transport Simulation and Rendering System" |publisher= NVIDIA |date= |accessdate= |eprint=1705.01263 |last1= Keller |first1= Alexander |last2=Wächter |first2=Carsten |last3=Raab |first3=Matthias |last4=Seibert |first4=Daniel |author5=Dietger van Antwerpen |last6=Korndörfer |first6=Johann |last7=Kettner |first7=Lutz |year=2017 |origyear= 3 May 2017}}

Further reading

  • Driemeyer, Thomas: Rendering with mental ray, SpringerWienNewYork, {{ISBN|3-211-22875-6}}
  • Driemeyer, Thomas: Programming mental ray, SpringerWienNewYork, {{ISBN|3-211-24484-0}}
  • Kopra, Andy: Writing mental ray Shaders: A perceptual introduction, SpringerWienNewYork, {{ISBN|978-3-211-48964-2}}

External links

{{Commons|With mental ray generated images}}
  • Mental Ray home page

4 : Global illumination software|Rendering systems|3D rendering software for Linux|Proprietary freeware for Linux

随便看

 

开放百科全书收录14589846条英语、德语、日语等多语种百科知识,基本涵盖了大多数领域的百科知识,是一部内容自由、开放的电子版国际百科全书。

 

Copyright © 2023 OENC.NET All Rights Reserved
京ICP备2021023879号 更新时间:2024/9/21 1:44:21