@If the Softimage renderer does it in half the time, then it sounds typical. The soft ray tracer is the faster ray tracer I have ever scene (and it isn't even threaded). However, it doesn't support shaders or GI etc.
I'm sorry, but I had to respond to this one. The Softimage renderer is NOT the faster raytracer when compared to mental ray. If you know how to use mental ray to any capacity you'll find it much faster than the SI renderer. The SI renderer is view dependent, mental ray is not. That is, SI renderer only gains speed when things don't take up much of the frame, mental ray will render a frame the same almost regardless of where the object is placed.
If you're having problems with mental ray, it's probably the scene tessellation, not the render. To reduce this problem, try parsing out mi files per frame instead of rendering from the interface. It'll take a few minutes to parse, but rendering will go much faster and mirror what you see in previews as you won't have the overhead of the SI3D interface.
Also, if you have 400,000 polygons worth of NURBS (Not sure why you need that), you can select the objects en masse and use Matter > Info > Mental ray to change the tessellation from "parametric" to "adaptive" with curvature and use pixels not system values. This makes tesselllation view dependent so if a 50,000 triangle NURBS object is waaaaayy back from the camera, it won't be triangulated to the full 50K, it'll be triangulated only enough to look nice...which may be 500 polygons, not 50,000. You'll notice the surfaces come out ultra smooth - if not, tweak the curvature and chord length values. Details in the manuals. I also advise you to put subdivision limits on the tessellation so it doesn't get out of hand. Especially useful if you're using displacement mapping which can run amok if you don't keep tabs on it.
A simple demonstration of SI vs. MR:
1) Get > Primitive > Sphere. Bspline.
2) Matter > Texture > 2D Local. Put any texture bitmap on the sphere using UV wrapping.
3) frame the sphere in the perspective view and preview (should be using SI renderer at this point). Notice it goes pretty quickly.
4) Matter > Preview > Setup. switch renderer to mental ray.
5) Preview the scene. Notice it also goes pretty quick, maybe not as quick as SI renderer, but still quick nonetheless.
6) Dolly the camera very close to the sphere's surface until it fills the entire frame.
7) Preview with mental ray, take note of the time - about the same as previous test from step 5.
8) Matter > Preview > Setup. Change back to SI renderer.
9) Preview the scene - notice how slow the renderer goes.
Now for a true test, we must adjust the renderers for final quality output:
10) Matter > Preview > Setup. Click the anti-aliasing button and set the SI renderer to use Bartlett at level 4. De-activate "back culling" to put in on par with mental ray.
11) Preview the scene again. Notice the render goes very slow.
12) Matter > Preview > Setup. Again, switch back to mental ray, then enter the anti-aliasing options. Set min samples to 0, max samples to 2. This will mimick a bartlett 4 from the SI renderer. However, we'll bump up the quality even more by reducing the contrast of the adaptive supersampling options from 0.2 to 0.05 for RGB channels (this will slow down rendering significantly for low contrast scenes). This tells mental ray to continue firing rays until the difference in contrast between samples for a pixel averages less than 0.05.
13) Preview the scene. Notice mental ray hardly slowed at all and is much faster than the SI renderer.
Conclusion: the SI renderer is good for very simple scenes, but when complexity rises and quality needs to be maintained, mental ray will win hands down. Don't believe me? Add more objects to the scene - even simple grids with textures - and compare results. You'll find the gaps in time widen, not narrow. Add raytraced lights and the difference becomes clear. The SI renderer will display tessellation artifacts while mental ray will display smooth surfaces.
Also keep in mind that the SI renderer has a known memory leak. Therefore, the longer you render, the slower it will go.
A few years back a colleague of mine had to render a 4000 frame cinematic sequence for a computer game. It was all low polygon counts with simple textures - maybe 2000 polygons for the scene. Each frame took 7 seconds to render at the beginning using the SI renderer (do the math and the prediction points to a 7 hour render session). The next day when he came in to see the results he was surprised to find that the renderer was still going and only on frame 2400, but now each frame was taking several minutes! He called me in to look at it and at the time we figured some overnight network traffic slowed it all down. So we restarted the render the next night. When we came back in, same problem. Render was not done and each frame was taking up to 15 minutes to render. After stopping the scene and randomly picking frames to test, we found that each frame on it's own rendered in 7 seconds just like the first few. But overtime, RAM had become fragmented and less memory was available for each subsequent frame. Eventually little or no memory was left so the renderer would be forced to virtual memory to do it's work - which explains the slow render times. Softimage confirmed our findings after a few phone calls. The SI renderer has not been updated since - so don't expect anything different.
To fix your problems with mental ray, check your textured objects to see if you have activated "roughness" which in mental ray is "displacement" mapping. Whenever you use displacement mapping, mental ray further tessellates the surface so the displacement renders smoothly (eg - it adds more triangles locally to smooth out the displacements). The object may only be 500 triangles, but when mental ray is done with it, it may have over 250,000 if you crank the settings high enough. This is probably where the extra time and memory consumption is coming from. Motion blur will also kill you, so only activate it for objects that require it. Use 2D blur if you can as it will go significantly faster.
If you don't need raytracing, then turn if off and go with scanline. You'll be amazed at the speed improvement.
Finally, make sure you have enough swap space on your machine. Your virtual memory should be at least 300MB on the drive in which mental ray is installed.
If you're still having problems, give me a shout. Also tell me what you're rendering so I can be of more help.
Matt
Matt Lind
Animator / Technical Director
Softimage certified instructor:
Softimage|3D
Softimage|XSI
speye_21@hotmail.com