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Create Arnold render presets for material testing and final production.
Type:
Tutorial
Length:
7 min.
Tutorial resources
These downloadable resources will be used to complete this tutorial:
Transcript
00:04
With our scene laid out. Now it's time to take a look at the Arnold render settings.
00:08
We'll be using the Arnold render view window
00:11
which is an advanced virtual frame buffer with many awesome features.
00:16
It can be found in the Arnold menu,
00:18
Arnold render view.
00:20
And if we give focus to the physical camera viewport
00:24
and start the interactive production rendering by clicking on the red triangle,
00:29
then we will see an interactive production rendering
00:32
with default materials and lighting.
00:35
The Arnold render view or A RV
00:37
is great for everything
00:39
material look development,
00:41
lighting previews
00:42
and even final production rendering.
00:45
Since the A RV uses the production rendering settings,
00:49
we'll want to check in on those settings
00:50
before we begin working on materials and lighting.
00:53
So I'll close the Arnold render view,
00:55
open up the render setup dialogue
00:58
and at the top, we see target
01:01
render set up has multiple target modes.
01:03
Most importantly, production rendering mode
01:06
and active shade mode.
01:08
Each mode can be configured independently
01:11
and the settings for each will be remembered
01:13
as long as we don't change the active renderer for that mode.
01:17
If we wanted to render using Arnold in the viewport directly
01:21
or in the active shade window,
01:23
then we would choose active shade as our target mode
01:28
and then we would configure the render settings for quick previews.
01:31
But since the Arnold render view has many advantages over active shade,
01:35
we will be using the A RV.
01:38
In that case, we'll need to configure the settings for production rendering mode,
01:42
not active shade.
01:43
So I'll switch this back over to production rendering mode
01:47
and will create two presets.
01:49
One for interactive draft quality rendering
01:52
and another preset for final production.
01:55
Let's start with the draft rendering.
01:57
We've already set up our width and height
01:60
in the common tab.
02:01
We set the output size to width and height of 540 pixels.
02:06
Now let's go over to the system tab.
02:09
We will be using some legacy three Ds max maps.
02:12
So we want to enable legacy three DS max map support
02:17
down here. We see threads
02:19
and it's defaulted to auto detect threads.
02:22
That means it's going to use all of the computer's CPU power.
02:26
We can restrict that in the Arnold render view
02:29
itself so we can throttle the processor usage there.
02:33
I recommend if you're using the Arnold render view
02:35
to just leave the auto detect threads switch enabled here.
02:39
Then over in the Arnold renderer tab,
02:42
we have controls for the number of samples
02:45
and the ray depth.
02:46
The default values for samples are two for diffuse and specular components
02:52
and that's fine for a draft quality rendering.
02:55
I do want to increase the number of rays or bounces
02:59
just a little bit.
02:60
So we'll have a bit more realistic material previews.
03:03
I'll bring the diffuse ray depth up to two
03:06
and the specular ray depth also up to two
03:10
been down here in adaptive and progressive.
03:13
There is a switch for progressive render.
03:16
Let's enable that.
03:17
That'll give us a little bit faster
03:19
previews when we're developing materials and lighting
03:22
because we won't have to wait for buckets or little squares of rendering to appear
03:28
in the Arnold render view
03:29
with progressive render.
03:31
The final render pass is going to be
03:33
drawn by updating pixels randomly across the frame.
03:37
So that's great for interactive production rendering.
03:39
So those are the settings that we want for our draft quality.
03:43
Let's go
03:44
up here under preset.
03:46
We can choose save, preset,
03:49
it's going to save inside the current project's render presets folder.
03:54
We'll call it Arnold
03:55
underscore draft
03:57
and click save.
03:59
Then we get a dialogue in which we can choose which
04:03
we want to store in this preset.
04:05
We do want to store the common tab.
04:09
We do want to store the environment
04:11
and Arnold,
04:12
but we don't particularly care about the effects or
04:15
render elements because those are actually legacy aspects.
04:18
So if we want, we can turn those off,
04:21
but we do want to make sure that we government
04:22
and Arnold selected.
04:25
So click save
04:27
and that preset is stored and it's now currently active.
04:31
Now we want to establish our settings for the production quality preset.
04:35
So back in the common tab,
04:37
let's increase the render size,
04:40
we can turn the image aspect lock padlock on.
04:43
So it's going to stay a square aspect ratio.
04:47
Let's set the width to 1080 pixels
04:50
press enter
04:51
and that also sets the height to 1080.
04:54
Now we want to go back to the Arnold renderer tab
04:58
and change up the samples in ray depth for final production rendering.
05:02
We do want to have a little bit deeper ray tracing,
05:06
we want more bounces. So we'll set the number of diffuse rays to four,
05:10
the number of specular rays also to four.
05:13
And we're going to have a highly reflective floor or ground plane.
05:17
And for that, we want a bit better quality in the specular component,
05:21
bring the specular samples up to four as well.
05:25
We don't want to use progressive rendering for a final production render
05:30
that's just going to slow down the process.
05:32
So instead of progressive render,
05:34
we want to just draw with the normal buckets or squares.
05:37
So turn the progressive render off for production rendering
05:41
just to make sure that we don't have any issues,
05:43
we can increase the number of total rays
05:47
that's done in the depth limits,
05:49
bring the ray limit total up to a value of 20
05:52
just to make sure that we don't have any problems
05:55
in which rays are able to penetrate into transparent surfaces and so on.
05:60
OK.
06:00
Those are our production settings so we can go
06:02
ahead and store that as a preset as well.
06:05
Go up to preset and from the pull down list, choose save, preset
06:10
and we call this one
06:11
Arnold production,
06:14
click save.
06:16
And once again, we don't need the effects and render elements so we can turn those off
06:21
and click save.
06:23
And now to switch back and forth between production and draft quality,
06:27
all we need to do is choose the appropriate preset.
06:30
So I'll switch back to Arnold Draft
06:33
and then load all those categories.
06:37
Now we're back to ra depth of two and two
06:40
and a resolution of 540 by 540.
06:44
OK. With our Arnold render settings established,
06:46
we're now ready to create a simple
06:48
HDR lighting setup for material look development.
Video transcript
00:04
With our scene laid out. Now it's time to take a look at the Arnold render settings.
00:08
We'll be using the Arnold render view window
00:11
which is an advanced virtual frame buffer with many awesome features.
00:16
It can be found in the Arnold menu,
00:18
Arnold render view.
00:20
And if we give focus to the physical camera viewport
00:24
and start the interactive production rendering by clicking on the red triangle,
00:29
then we will see an interactive production rendering
00:32
with default materials and lighting.
00:35
The Arnold render view or A RV
00:37
is great for everything
00:39
material look development,
00:41
lighting previews
00:42
and even final production rendering.
00:45
Since the A RV uses the production rendering settings,
00:49
we'll want to check in on those settings
00:50
before we begin working on materials and lighting.
00:53
So I'll close the Arnold render view,
00:55
open up the render setup dialogue
00:58
and at the top, we see target
01:01
render set up has multiple target modes.
01:03
Most importantly, production rendering mode
01:06
and active shade mode.
01:08
Each mode can be configured independently
01:11
and the settings for each will be remembered
01:13
as long as we don't change the active renderer for that mode.
01:17
If we wanted to render using Arnold in the viewport directly
01:21
or in the active shade window,
01:23
then we would choose active shade as our target mode
01:28
and then we would configure the render settings for quick previews.
01:31
But since the Arnold render view has many advantages over active shade,
01:35
we will be using the A RV.
01:38
In that case, we'll need to configure the settings for production rendering mode,
01:42
not active shade.
01:43
So I'll switch this back over to production rendering mode
01:47
and will create two presets.
01:49
One for interactive draft quality rendering
01:52
and another preset for final production.
01:55
Let's start with the draft rendering.
01:57
We've already set up our width and height
01:60
in the common tab.
02:01
We set the output size to width and height of 540 pixels.
02:06
Now let's go over to the system tab.
02:09
We will be using some legacy three Ds max maps.
02:12
So we want to enable legacy three DS max map support
02:17
down here. We see threads
02:19
and it's defaulted to auto detect threads.
02:22
That means it's going to use all of the computer's CPU power.
02:26
We can restrict that in the Arnold render view
02:29
itself so we can throttle the processor usage there.
02:33
I recommend if you're using the Arnold render view
02:35
to just leave the auto detect threads switch enabled here.
02:39
Then over in the Arnold renderer tab,
02:42
we have controls for the number of samples
02:45
and the ray depth.
02:46
The default values for samples are two for diffuse and specular components
02:52
and that's fine for a draft quality rendering.
02:55
I do want to increase the number of rays or bounces
02:59
just a little bit.
02:60
So we'll have a bit more realistic material previews.
03:03
I'll bring the diffuse ray depth up to two
03:06
and the specular ray depth also up to two
03:10
been down here in adaptive and progressive.
03:13
There is a switch for progressive render.
03:16
Let's enable that.
03:17
That'll give us a little bit faster
03:19
previews when we're developing materials and lighting
03:22
because we won't have to wait for buckets or little squares of rendering to appear
03:28
in the Arnold render view
03:29
with progressive render.
03:31
The final render pass is going to be
03:33
drawn by updating pixels randomly across the frame.
03:37
So that's great for interactive production rendering.
03:39
So those are the settings that we want for our draft quality.
03:43
Let's go
03:44
up here under preset.
03:46
We can choose save, preset,
03:49
it's going to save inside the current project's render presets folder.
03:54
We'll call it Arnold
03:55
underscore draft
03:57
and click save.
03:59
Then we get a dialogue in which we can choose which
04:03
we want to store in this preset.
04:05
We do want to store the common tab.
04:09
We do want to store the environment
04:11
and Arnold,
04:12
but we don't particularly care about the effects or
04:15
render elements because those are actually legacy aspects.
04:18
So if we want, we can turn those off,
04:21
but we do want to make sure that we government
04:22
and Arnold selected.
04:25
So click save
04:27
and that preset is stored and it's now currently active.
04:31
Now we want to establish our settings for the production quality preset.
04:35
So back in the common tab,
04:37
let's increase the render size,
04:40
we can turn the image aspect lock padlock on.
04:43
So it's going to stay a square aspect ratio.
04:47
Let's set the width to 1080 pixels
04:50
press enter
04:51
and that also sets the height to 1080.
04:54
Now we want to go back to the Arnold renderer tab
04:58
and change up the samples in ray depth for final production rendering.
05:02
We do want to have a little bit deeper ray tracing,
05:06
we want more bounces. So we'll set the number of diffuse rays to four,
05:10
the number of specular rays also to four.
05:13
And we're going to have a highly reflective floor or ground plane.
05:17
And for that, we want a bit better quality in the specular component,
05:21
bring the specular samples up to four as well.
05:25
We don't want to use progressive rendering for a final production render
05:30
that's just going to slow down the process.
05:32
So instead of progressive render,
05:34
we want to just draw with the normal buckets or squares.
05:37
So turn the progressive render off for production rendering
05:41
just to make sure that we don't have any issues,
05:43
we can increase the number of total rays
05:47
that's done in the depth limits,
05:49
bring the ray limit total up to a value of 20
05:52
just to make sure that we don't have any problems
05:55
in which rays are able to penetrate into transparent surfaces and so on.
05:60
OK.
06:00
Those are our production settings so we can go
06:02
ahead and store that as a preset as well.
06:05
Go up to preset and from the pull down list, choose save, preset
06:10
and we call this one
06:11
Arnold production,
06:14
click save.
06:16
And once again, we don't need the effects and render elements so we can turn those off
06:21
and click save.
06:23
And now to switch back and forth between production and draft quality,
06:27
all we need to do is choose the appropriate preset.
06:30
So I'll switch back to Arnold Draft
06:33
and then load all those categories.
06:37
Now we're back to ra depth of two and two
06:40
and a resolution of 540 by 540.
06:44
OK. With our Arnold render settings established,
06:46
we're now ready to create a simple
06:48
HDR lighting setup for material look development.
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