Each CPU is assigned a bucket as the bucket becomes available, so different buckets can appear in the rendered image at different times. In this case, the order has been optimized to avoid sending lots of data over the network. If you use distributed rendering to render a scene, it might be hard to understand the logic behind the rendering order. This is especially important when you have enabled placeholder objects (see the Processing panel Translator Options rollout). Because objects can be discarded from the memory to render other objects, it’s important to avoid having to reload the same object multiple times. By default, mental ray uses the Hilbert method, which picks the next bucket to render based on the cost of switching to the next one. The order in which the buckets are rendered can vary, depending on the method you choose. Unlike the default 3ds Max renderer, which renders scanlines from the top of the image downward, the mental ray renderer renders rectangular blocks called buckets. The mental ray renderer is optimized to use multiple processors and to take advantage of incremental changes for efficient rendering of animations. Differences Between the mental ray Renderer and the Default Scanline RendererĬompared to the default 3ds Max scanline renderer, the mental ray renderer relieves you of the need to simulate complex lighting effects "by hand" or by generating a radiosity solution.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |