Seems like there probably wouldn’t really be the manpower, but I’d be glad to be mistaken. I do kind of wonder, given that Autodesk is now subscription-based, whether it’s realistic to expect the open-source community to be able to keep Mental Ray plugins updated and working with each new Autodesk version, given that most subscription users probably keep moving to the new versions. I think SolidAngle did something similar when they discontinued the Softimage plugin for Arnold (open sourced the StoA part), but whether or not that’s feasible for Mental Ray, only you all would really know. so people wouldn’t be able to change the underlying Mental Ray tech, but could integrate it as it exists now into content creation apps. Maybe a middle ground would be to release the closed-source bits as a pre-compiled black box with the api / sdk parts for integration into content apps accessible as open-source – i.e. I don’t imagine that a fully open-source release is at all viable, given that NVIDIA is a business and probably still using parts of Mental Ray in IRAY and / or other products. What Robert’s talking about probably wouldn’t apply to me (unless it results in a Blender release I guess), as it’s not clear when/if I’ll update my Autodesk software, but I think the motivation to keep Mental Ray accessible in future products is admirable. We have no plans to upgrade to later versions of Maya or 3ds Max. We provide versions that are compatible with Maya 2018 and 3ds Max 2018 Mental Ray. Please download the new installers below for your platform. This latest Mental Ray Standalone can also be used from the command-line, of course, now without any restrictions and no licensing setup. However, technically, the overall benefit for rendering may decrease at some point when too many remote machines need to be synchronized over a potentially occupied network. Otherwise, there are no limitations on the number of machines or CPU cores that can be utilized, different to the original Satellite mode in Autodesk products. You have the option to let Satellites do ALL the rendering remotely, freeing your main machine from any rendering load (perfect for a background batch render), or set them to contribute to the main rendering as needed (like for a quick preview render). That makes it less useful in the interactive viewport rendering with Mental Ray, although it’s generally possible to enable it there too. However, progressive rendering is not supported in this distributed mode. In Maya, the satellite mode can be enabled selectively for preview rendering in Render View, and also for batch rendering in the background. Naturally, the network speed and machine configurations have great impact on the overall experience and a fluent workflow. You can continue working with Maya or 3ds Max in the usual way, since Mental Ray is handling the data distribution and network communication under-the-hood. Unlike starting separate render jobs in a render farm, the Satellite rendering mode allows to connect remote machines in the internal network to your main Mental Ray rendering engine, so that they take over the heavy part of rendering the image or animation without stressing your main machine, which is already busy running your DCC tool. It is also lifting any restrictions for usage in a render farm when running from the command-line or managed by a render job manager like Backburner. This is a great extension for users of the Mental Ray plugins who depend on network-distributed rendering for more rendering throughput. It is completely free to use on any number of machines. The Mental Ray Standalone does not require a license anymore. We have very pleasant news for those of you who are frequently rendering on remote machines using Mental Ray Satellite that are connected and controlled from a Maya or 3ds Max plugin:
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