Introduction to Arnold for 3ds Max

Arnold is an advanced Monte Carlo ray tracing renderer built for the demands of feature-length animation and visual effects movies. This is a beginners tutorial that introduces MAXtoA, a plug-in which allows you to use the Arnold renderer directly in Autodesk 3ds Max. In this tutorial, we will cover how to build a simple photographic lighting studio setup that can be used for lighting and render all manner of objects. We will go through the steps of lighting, shading, and render a toy robot model using the Arnold renderer. We will use Arnold's proprietary lights to achieve a physically accurate, photo-realistic lighting setup.

We will use the standard_surface shader to shade the robot and give it a metallic finish. The standard_surface shader is a multi-purpose shader capable of producing all types of materials, from simple plastic to car paint or skin. It is very powerful, and allows a large number of different sorts of materials to be created, but can be somewhat daunting at first. Due to a large number of controls, it is split up into several groups such as base, specular, sub-surface_scattering (SSS), etc. We will need to adjust the base and specular parameters to get a believable brushed metal effect.

Lastly, we will look at how to optimize render settings and eliminate any noise that may appear in the render. Note that, although 3ds Max and MAXtoA have been used in this tutorial, much of the material is really about Arnold in general and so is also relevant to users of other Arnold implementations such as Maya for Arnold (M toA) and Houdini for Arnold (HtoA), for example.

The estimated time it will take to complete this tutorial should be no more than 30 minutes.

The final scene file can be downloaded here.

Scene setup

Note: If you cannot see the quad light area shape of the quad_light in the viewport, you will need to enable Always Visible in Viewport in Shape Rendering for the light.

Light Settings

Light Samples

Light samples: 1 Light samples: 3

Shading

Rendering

Tip: Sampling and noise

Noise nearly always comes from insufficient sampling, but increasing sampling for the wrong rays can make the render times increase without helping to remove the noise. The aim is to allocate rays as effectively as possible to minimize the noise in the most efficient manner. So if the Camera (AA) samples have to be increased to remove DOF noise, the other settings must be lowered to keep render times manageable. However, if DOF or motion blur is not a concern, then increasing Camera (AA) samples would fix all noise elsewhere but would also slow render times from the unnecessary rays.