New WIP, Mental Ray Talk, and My New Useful Script
Welcome to the first blog entry on my new site! I’ve got plenty to celebrate the occasion. To start with I began working on a self portrait that I’m probably going to expand into a full character in the future. It certainly will need some cleanup with the hair and some more variation to the skin but I’m happy with how it’s progressing.
I’ve been very excited to test out some of the new advancements with Mental Ray 3.9 on this project, as well as a variety of new techniques coming out the mental ray community. In the past year, there have been an increasing number of character artists switching to Vray. The draw to Vray has always been there, whether it was DMC sampling, dependable passes, better IBL lighting tools, etc. but the subsurface scattering was always a weak spot. That was until Vray’s SSS2, which gave a sense of color bleeding between the skin layers, often surpassing Mental Ray’s results.
Many seem to have made the switch, declaring Mental Ray too dated and poorly integrated. However after exploring the hidden functions of 3.9 in addition to Maya 2012′s fixes, that is at least a partially inaccurate assessment now. With progressive rendering, unified sampling, a new IBL node, and Importon driven Final Gathering, Mental Ray is catching up. Certainly each engine will still have their advantages, but in light of all this Mental Ray is starting to stretch it’s own rendering muscle at specific tasks.
One of the biggest, and I cannot stress this enough, is hair. The new unified sampling is capable of Raytracing Hair at speeds faster than Rasterizer. Up till now, that might as well be unheard of, and saves me from needing to comp hair after the fact. Couple that with a new community based skin shading method that is closer to Vray’s SSS2, and I believe I have quite a powerful combination for my needs.
Switching gears, I though I would also reward anyone who has read this far with a new script. If you use displacement maps in any sort, this script could be a life saver. Chances are you are familar with the Alpha Gain and Alpha Offset on any file texture node used to control the intensity of your displacement. What you may not be aware of is those values are directly related to the size of your model in the scene! Yes, that includes both 32 and 16 bit maps. This script will create an expression that lets you safely scale your model without potentially destroying your displacement. It will also give you the option of freezing transformations without wrecking the relationship. There is really no reason not to run this script on every Mesh with displacement you have.
Scale Safe Displace.mel
If you like it, don’t hesitate to say thank you!




