Mental Ray Codes

Many times i have found myself looking for what a mental ray codes mean and again the book is not near me, therefore i just put down the most important ones so i can have a look any time thru internet… now open to everybody so you can also have this handy reference.


When using mental ray in verbose mode you can pipe the output to do further analysis later on and tune your scenes to get the very best of your systems. From memory management to network performance this can be the difference between hours of render or few minutes.

NULL
not a legal module, wildcard value

MSG
message passing

PAR
message routing and event loops

MEM
memory manager

DB
database module

PHEN
phenomenon database

TASK
task queue manager

SCENE
common scene operations

RC
rendering core

GAPMI
geometry approximation (GAP)

IMG
image file read/write

ECHO
scene echo to .mi file

MI
mi file translator

RCLM
light mapping module

SBS
shape-by-shading

ALIAS
unused

MATTER
imatter C++ interface (iraylib module)

TEST
not used in raylib, for test beds only

LINK
dynamical linking, func. symbol table

WIRE
unused

DISP
realtime image displayer

DSR
unused

JOB
job manager (ray 3.0)

MAIN
all front-ends with main()

GEOMI
geometry service library (GEO)

MATTER
unused

TRANS
TRANS transaction handling

LIB
library module, error messages

API
high-level app programming interface

SPDL
Softimage SPDL phenomenon parser

PHCR
shader editor GUIRCB RC boxingRC contours

RCC
RC contours

RCI
RC intersection

RCGI
RC global illumination and caustics

GEOSI
surface / surface intersection

SURF
subdivision surfaces

CAPI
class api module

GAPAD
GAP adjacency detection e. merging

GAPCU
GAP curves

GAPDI
GAP displacement mapping

GAPIS
GAP isoline segments

GAPPO
GAP polygons

GAPFA
GAP faces

GAPTE
GAP tessellation

GEOCO
GEO conditioning

GEOEV
GEO evaluation

GEOMO
GEO modelling

GEOST
GEO strips

GEOTE
GEO tessellation

JPG
JPEG compression/decompression

RCFG
Final gathering

RCS
unused

SIMP
Mesh simplification

This post is tagged:



Leave a Reply