MetaSL™ universal shader language lets visual effects artists create and reuse shaders across all major platforms for multiple projects
“mental ray has long been known as the industry standard in rendering. The native support of MetaSL in mental ray 3.7+ provides for a better workflow for shader creation and look development in tools such as Autodesk 3ds Max 2010”, said Rolf Herken, CEO and CTO, mental images. “Autodesk shares our commitment to providing revolutionary design tools for visual effects and design visualization artists and we look forward to further incorporating MetaSL in additional Autodesk products.”
“The anticipated integration of mental ray 3.7+ and the MetaSL shader system into 3ds Max 2010 software will give us a unique advantage”, says Ken Pimentel, director of 3ds Max product management at Autodesk. “For the first time, customers will have a unified hardware/software shading workflow and render-quality viewports. The WYSIWYG viewport experience will enable users to spend more time on iterating creatively and less time waiting for rendering results.”
mental ray rendering software has an installed base of more than ten million worldwide and is used for a wide range of industry applications including the creation of state of the art visual effects for video games, movies, feature animations, visualization of automotive, aerospace virtual modeling needs, and architectural design.
The mental mill ® Artist Edition software, made by mental images, will also be bundled with Autodesk 3ds Max 2010. It will provide direct workflow to users by allowing them to natively render MetaSL based shaders in 3ds Max 2010 using its library of existing nodes.
mental ray ® 3.7+ Performance Features and Benefits
Native MetaSL Shader Support:
o MetaSL language to be used for CPU and GPU rendering
o Unifies shader languages to simplify and standardize the creation and deployment of shaders within and across various projects
Progressive Rendering:
o Offers early visual results for immediate feedback, at any desired image quality
o Provides a rendering mode suited for interactive ray tracing applications
Image-Based Lighting (IBL):
o Lets artists light a scene efficiently based on acquired environment maps
o The illumination from the IBL is automatically added to all material shaders, which perform regular light sampling.
Performance Optimizations for Large Scenes
Procedural Bidirectional Reflectance Distribution Function (BRDF) representations and rendering:
o Provides the basis for faster importance-driven illumination algorithms
Hair Approximation:
o The lower number of hair segments result in reduced memory consumption and increase rendering speed.
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