PRMan11 features an extensive array of ray tracing and global illumination capabilities. MayaMan lets you fully exploit this new functionality with little or no effort.
Most raytracing controls are available through the MayaMan Raytracing Options panel.
| PRMan11 Name/Concept | MayaMan Raytracing Options Control |
| Attribute visibility/transmission | Shadow Casting |
| Option trace/maxdepth | Max Ray Depth |
| Attribute trace/bias | Min Shadow Bias |
Though one is located in MayaMan Global Reflection Options panel.
| PRMan11 Name/Concept | MayaMan Global Reflection Options Control |
| Attribute trace/displacements | Reflection Displacement |
| PRMan11 Name/Concept | MayaMan Light Attributes Control |
| shadow() "blur" | Ray Traced Shadows, Blur |
| Attribute trace/bias | Ray Traced Shadows, Bias |
| PRMan11 Name/Concept | MayaMan Global Illuminate Panel Control |
| Attribute irradiance/maxerror | Max Error |
| Attribute irradiance/maxpixeldist | Max Pixel Dist |
| indirectdiffuse() "samples" | Samples |
| Attribute trace/maxdiffusedepth, maxspeculardepth | Max Bounce, mayaman uses this as maxdiffusedepth and sets maxspeculardepth to be this value plus 1 |
| indirectdiffuse() "environmentmap" | Envname |
| Option trace/specularthreshold | Specular Threshold |
| Hider photon "emit" (global pass) | Global Photons |
| Attribute photon/globalmap | Global Photon File |
| Attribute photon/estimator | NGather |
| Hider photon "emit" (caustic pass) | Photons |
| Attribute photon/causticmap | Caustic Photon File |
Many of the attributes can be overriden on a per-model basis with a MayaMan Model Attributes node. All of the controls in the 'Global Illumination' section of the attributes node are applied as well as:
| PRMan11 Name/Concept | MayaMan Model Attributes Control |
| Attribute visibility/transmission | RayTracer Shadowing, Shadow Calculation |
| Attribute photon/shadingmodel | Caustics, Photon Shading Model |
Lights also require some special controls which are available through the MayaMan Light Attributes node. PRMan doesn't allow assigning an explicit number of photons to each light but MayaMan requires that for a light to emit photons it has to have the Caustics 'Enabled' flag turned on and have a non-zero number of photons assign. A light can contribute to just the global photon map, just the caustic map or both, this can be useful to get good caustic effects as you can focus a narrow light that only creates caustic photons on the objects that will bounce/transmit photons rather than throwing photons into the whole scene which would require a huge number of photons to produce stable results.
An important factor in the energy that photons carry through the scene is the basic color of the objects as expressed as a single value in the rib... RiColor or Cs values rather than as expressed by the shaders. When the color attribute of an object's material is not connected the color is applied directly and this yields expected results, when the color attribute is connected though the maya GUI shows the value as black and this causes the objects to absorb all photons... to allow the user to take back control over Cs, MayaMan will add an extra attribute called MayaManCs to materials with connected color attributes.
Use both a global photon map and radiance. The global photon map is
cheap to compute compared to radiance and it's presense will allow
much lower 'samples' settings for radiance. When setting photon map
names be sure to use the #f notation so that a map per frame is
created. ie: c:/temp/global.#f.map.