Arnold Answers is a reputation-based forum where Arnold users of all kinds can ask their colleagues and peers questions related to Arnold.
It can also be found under Community, on SolidAngle.com.
Arnold Answers is a reputation-based forum where Arnold users of all kinds can ask their colleagues and peers questions related to Arnold.
It can also be found under Community, on SolidAngle.com.
3D artist Yanis Lachat shares his architectural design workflow from 3ds Max to Arnold.
The latest Maya 2018/Arnold 5.0 assets for the Autodesk internal production Hyperspace Madness have now been made available.
More Arnold renders can be found here.

A simple tutorial that demonstrates how to create a toon shading effect using the Facing Ratio shader can be found here.
OATS STUDIOS have made the assets from their fantastic short films available to purchase on STEAM.
Here are some renders using Arnold.

JSplacement is a rather cool pseudo-random 8k displacement map generator made with JavaScript. It generates grayscale height maps that can be used for displacement. Below are some tests using Arnold.
The image below required a higher than normal number of Subdiv Iterations (9) to capture the fine detail from the generated displacement map.


Here is a tutorial that covers how to render a car model in an automotive studio environment using Arnold.
Pingo has created a 3D Jewellery Visualization course that uses Arnold for C4D, with over 5 hours of material in 20 lessons.

Arnold 5: (AlShaders2): https://github.com/anderslanglands/alShaders2/releases
Nuke and Fusion: https://github.com/Psyop/Cryptomatte
Arnold 5 Cryptomatte
Cryptomatte for Arnold 5 is being released as part of AlShaders, as before, but is now a standalone node. Arnold 5.0.1 adds support for “AOV shaders”, which allow code to run on all materials in a scene, without manually connecting passthrough nodes. This improves the workflow in numerous ways. Using a central AOV shader node gives easy access to global Cryptomatte settings (on the one central Cryptomatte node). It is now also much easier for a studio to create a customized version of Cryptomatte, since the code does not need to be embedded in a surface shader. In addition to adopting the AOV shader methodology, we’ve added other features as well, such as sidecar manifests that work with deferred-loaded stand-ins, and “integer offsets” for modifying names.
Arnold 5 Documentation: Cryptomatte documentation, MtoA, MAXtoA, C4DtoA, HtoA.
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