To remove all artificial specular highlight when using the mia_material Go to Advanced > Specular Balance and set it to 0.0
The Illumination Engineering Society (or short IES) standard format file stores information about the distribution of light from a particular source. The distribution of light is dependent on the various reflective materials used in the light bulb.
To enhance the realism in mental ray renders the mia_photometric_light node can process IES files.
There are several sampling methods available to sample existing light bulbs. However most light bulb manufactures offer free downloads of IES Profiles.
Phillips Light bulbs:
http://www.usa.lighting.philips.com/connect/tools_literature/photometric_data_1_a.wpd
Or for full overkill a couple of IES files collections:
http://www.c4dcafe.com/ipb/files/file/804-whthawks-ies-light-collection/
http://mayazest.blogspot.de/2012/02/free-light-ies-files.html
IES Creator by Rip 3D: http://www.rip3d.net/web/en.html#/free/downloads
A great tutorial on the subject of creating, manipulating IES-files can be found here:
http://jamiecardoso-mentalray.blogspot.de/2012/12/creating-customised-ies-web-lights-for.html
Install Maya 2013 SP2 several bugs were fixed concerning the mia_photometric_light node. Download it from here: http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=20537489&linkID=9242259
The mia_photometric_light attribute editor is slightly confusing. A more easier interface provides this template:
Download and copy the file to ..\Documents\maya\2013\scripts
Note: Depending on the scale of your scene you have to set “Maya Units to meter Scale” (when using cm as unit set it to 100)
The infinite white background look is a very popular look for technical stuff that is suppose to look very clean. You can check it out here how to set up lamps for photography: http://vimeo.com/23653086. In Maya with mental ray you can easily create the effect using Final Gather or an ambient occlusion as light source.
I am using 3 spheres with mia_material_x materials (Default with diffuse color = blue, Chrome Preset, Glass Physical Preset).
In addition a large poly-plane serves as floor and has a lambert with color = 1,1,1 (white), Diffuse = 1.0 applied to it.
Notes: Notice that the glass ball has a unnatural shadow. This may look okay depending on the effect you are going for, but generally you would want to exclude glass objects from the Ambient Occlusion calculation using the MI label attribute.
The Specular Highlights also seem very strong and fake. To reduce this effect in the mia_material_x properties under Advanced you can set the Specular balance to 0 to remove any physically inaccurate specular highlights.
While using mia_amb_occlusion strange effects can happen when rendering transparent objects. (left glass with AO, right glass eliminated from AO)
To eliminate this effect from an object an extra attribute named “MI Label “. This short snippet adds the attribute to the selected objects and sets it to the value of 5.
import pymel.core as pm selection = pm.ls( selection=True ) for item in selection : pm.addAttr(item, ln="miLabel", at="short", dv=5)
In the mia_amb_occlusion node the attribute “Id Inclexcl” must be set to -5 (or negatate the value you set for the MI Label).
A quick way to create a realistic Light and Shadows is to use the physical_light Node. In this example I used the teapot with a transparent mia_material_x and inserted in the middle a pointlight connected to a physical light.


Pro: It is very fast to set up.
Con: The Shadows have no seperate controls and cannot be modified.
There are many ways how to create a glow effect in maya. I will show the three main techniques as well as the pros and cons of the technique.

Pros: Easy to set up, renders also in mental ray.
Cons: It is a effect that is applied during post-processing and also could be applied in Photoshop. Changes of the Camera result in very different glow values and sometimes must be adjusted accordingly.



Pros: Easy to set up and modify different attributes.
Cons: Does not render directly in mental ray. You first have to convert it from Painteffects to Poly Geometry etc.


Pros: Creates a very realistic result. You can switch between the mia_material_x and glow effect by setting the IntensityValue to 0 which can be useful in Animations.
Cons: Rather difficult setup, and requires background geometry as well as High Quality Final Gathering.