ccotwist3D opened this issue on Jun 11, 2007 · 18 posts
dvlenk6 posted Wed, 13 June 2007 at 4:42 PM
Quote - You obviously didn't read all my posts in the other thread, or you would have the answer to this already.
Yes, I did, including the later post where you were arguing with person that posted his opinions about the MR in Maya.
Quote - In the other thread, I said "raytracing is raytracing", and that's absolutely true. For what operaguy wanted to do, any raytrace engine would work well enough. You explain to me how reflections or refractions or raytraced shadows in Mental Ray are any better than the same things in Carrara or Vue. They're not. Why? Because raytracing does the same thing in all of these apps. Pretty reflections can be had just as well in Carrara as in Max or Maya. End of discussion on that.
That paragraph implies to me a profound misconception of the entire raytracing process on your part, as you are oversimpling an vastly complex operation to the point of a check box for on/off.
Quote - Anything else?
Yeah, A few things:
-Monte Carlo Method.
-Metropolis Light Transport (w/ multiple intensity variant algorithms). <- kind of the same as the MC, but with some differences.
-Contrast controls (temporal and spatial).
-Multi-Pass Rendering.
-CAT Image Compositing.
-Selective Material Overrides.
-Mental Ray Connection Shaders on all material. <- you can omit that one, if you insist the renderer specific shaders are irrelevant.
-Material and Object based Photon Emission.
-Global Displacements.
-Volumetric Refractions.
-Final Gathering.
-Scripted Pre and Post Rendering operations.
There's more too, I'll see what you have to say about why none those have any direct impact on the rendering process compared to a raytracer that doesn't have them first.
Friends don't let friends use booleans.