Mentalray in Maya
- Use Raytracing instead of Scanline render
- Combine the non animated objects in to single mesh.
- Optimize the animation keys. Remove the unwanted keys in static attributes.
- Optimize the whole scene by selecting File/Optimize option. Use only one attribute at a time.
- Convert the procedural textures in to file textures. Use File texture manager to automate process.
- Convert the textures in to .map format. Use file texture manager to automate process.
- Check for missing textures. Use file texture manager to automate process.
- Reduce the size of the textures if possible.
- Reduce the size of the HDR map.(reducing the size from 60mb to 2mb will still produce the necessary FG.
- Try to reduce the no of area lights.
- Apply correct light linking.
- Reduce the no of shadow rays for each light.
- Remove the unwanted lights.
- If you have imported many objects in to your scene some unwanted light node may be generated.Use REM_lightlink to reduce the file saving time.
- Reduce the no of reflection, refraction and shadow rays in mentalray global to optimum.If they are not needed use zero values.
- Adjust the camera far clipping according to the total scene size.
- Use radius quality control in Finalgather quality tab.
- Render shadows and fog in separate pass.
- If batch rendering causing problem try using ikas_renderviewer render.
- Cache the animation of complex meshes,dynamics and ncloth objects.
- Render fluids,fur,hair and particles in separate layer with adjusted quality.
- Use mentaray approximation editor wisely.(Particularly for displacement).
- Use round-corner utility instead of Bevels.
- If you are using smooth mesh preview option set the display resolution to zero and render resolution to 2.
- Try increasing the point interpolation in FG rather than increasing the shadow rays.
- Use a non renderable dome or cube to prevent the leaking of FG rays.
- Avoid the motion blur.If needed render the object separately.
- Carefully examine the Outliner with DAG only turned off to find unwanted node and delete them.
- Use points or bounding box to display the heavy mesh.
- Use mentalray proxies if possible.
- Generate normalmaps from heavy mesh and apply them to proxies.
- Delete the unnecessary polys that are not seen in the camera view.
- Still you are having problem try to import the scene in to a new maya file.