NVIDIA Mental Ray for Maya

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For over 25 years, mental ray for Maya has been the industry standard plug-in for photorealistic rendering in visual effects, video game design, animation, architectural visualisation and product design. 

Amaru Zeas Desolation

Good news for 3D artists and designers who have enjoyed working with mental ray throughout their careers, NVIDIA has taken this powerful rendering solution under their development wing - have taken steps to evolve the software and make it available as a plug-in for Maya 2017 and 2016. Supporting all established Maya workflows it integrates seamlessly, delivering interactive viewport rendering, user friendly global illumination and GPU acceleration.

For professional GPU (Quadro or Tesla) systems, special pricing is available. Call for more information on this.

The features inside mental ray 3.14 for integration with Autodesk 3dsMax 2017 and Autodesk Maya 2016 include:

New Global Illumination Engine

User friendly, accurate and fast the GI Next engine supports mental ray shaders, depth of field, motion blur, hair and particles.

Performance Scaling

By adding NVIDIA GPUs users will see an increase in performance, transforming older workstations into powerful render nodes.

NVIDIA Material Definition Language

Upload directly when rendering physically based materials in NVIDIA’s MDL. You can also access thousands of materials from the vMaterials library and reuse MDL materials with other MDL-compliant rendered - such as Iray.

Light Importance Sampling by Default

New lighting setups render faster and with less noise, but it also works brilliantly with thousands of traditional lights. Overall better quality, accuracy and speed.

New Alembic Features

Production pipelines can now rely on Alembic “curves” when working with mental ray hair. The new subdivision control also offers greater fidelity of tessellation. Alembic facesets is also a feature.

OpenEXR 2.2

Offering primary multi-channel image format, render layers can be stored as “multi-part” .exr for accelerated loading in comp. It is also backwards compatible to OpenEXR 1.x when needed.

Ambient Occlusion Pass

GPU accelerated Ambient Occlusion can access GPU or CPU producing identical results. Easily to use, the render pass functionality works with any scene setup or shader.


Improved Layering Shaders (MILA)

NVIDIA have optimised and enhanced features in layering sharers. New Light Path Expressions (LPE) are supported.

Native UV Tiling

This new improved version of mental repairs UV tiled textures at runtime, guaranteeing the best possible efficiency. It supports the most common UV tiling conventions, like UDIM. And takes advantage of the caching pipeline and texture loading.

"Deep" Data

Render a Deep OpenEXR file format, this functionality supports existing shaders in third-party applications. Also functions in rasteriser and ray tracing render modes.

Custom Color Profiles

A new colour profile shader allows you to easily customise colour transformations. Works well with existing colour management pipelines and scene descriptions. It’s also well suited to integral mental ray colour apps.

mental ray Dynamic Library

There is one individual dynamic library for any application and allows mental ray to be updated - independent of the host app.

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