6/26/11

Mental ray optimize render

  • Use Raytracing instead of Scanline render
  • Combine the non animated objects in to single mesh.
  • Optimize the animation keys. Remove the  unwanted keys in static attributes.
  • Optimize the whole scene by selecting File/Optimize option.Use only one attribute at a time.
  • Convert the procedural textures in to file textures.Use Filetexturemanager to automate process.
  • Convert the textures in to .map format.Use Filetexturemanager to automate process. 
  • Check for missing textures. Use Filetexturemanager to automate process. 
  • Reduce the size of the textures if possible.
  • Reduce the size of the HDR map.(reducing the size from 60mb to 2mb will still  produce the necessary FG.
  • Try to reduce the no of area lights.
  • Apply correct light linking.
  • Reduce the no of shadow rays for each light.
  • Remove the unwanted lights.
    mental ray tips
  • If you have imported many objects in to your scene some unwanted light node may be generated.Use REM_lightlink to reduce the file saving time.
  • Reduce the no of reflection,refraction and shadow rays in Mental Ray global to optimum.If they are not needed use zero values.
  • Adjust the camera far clipping according to the total scene size.
  • Use radius quality control in Final gather quality tab.
  • Render shadows and fog in separate pass.
  • Use .JPG file with separate alpha map instead of .TGA file if your scene have a lot of textures especially animated in to sequences.
  • If batch rendering causing problem try using ikas_render viewer render.
  • Cache the animation of complex meshes,dynamics and ncloth objects.
  • Render fluids,fur,hair and particles in separate layer with adjusted quality.
  • Use Mental Ray approximation editor wisely.(Particularly for displacement).
  • Use round-corner utility instead of Bevels.
  • If you are using smooth mesh preview option set the display resolution to zero and render resolution to 2.
  • Try increasing the point interpolation in FG rather than increasing the shadow rays.
  • Use a non renderable dome or cube to prevent the leaking of FG rays.
  • Avoid the motion blur.If needed render the object separately.
  • Carefully examine the Outliner with DAG only turned off to find unwanted node and delete them.
  • Use points or bounding box to display the heavy mesh.
  • Use Mental Ray proxies if possible.
  • Generate normal maps from heavy mesh and apply them to proxies.
  • Delete the unnecessary polys that are not seen in the camera view.
  • Still you are having problem try to import the scene in to a new Maya file.

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