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 C4DtoA, a plug-in which allows you to use the Arnold renderer directly in C4D. In this tutorial, we will cover how to build a simple photographic lighting studio setup that can be used for lighting and rendering all manner of objects. We will go through the steps of lighting, shading and rendering a 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. The Standard Surface shader 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, the Standard Surface shader is split up into several groups such as Base, Specular, Sub-Surface Scattering etc. We will need to adjust the Base and Specular attributes to get a believable brushed metal effect.
We will also look at some of Arnold's camera lens options to produce realistic, physically accurate depth of field. Lastly, we will look at how to optimize render settings and eliminate any noise that may appear in the render. The estimated time it will take to complete this tutorial should be no more than 30 minutes.
Now we want to light our studio scene. Start off by creating three Area lights. This can be found under Plugins > C4DtoA -> Arnold Light -> quad_light.
Position one light on either side and another in the center, above the robot. Rotate them so that they are pointing inwards towards the robot as indicated in the screengrab below.
The scene may appear dark when it is rendered. We, therefore, need to increase the exposure of the lights. Under the Arnold attributes, increase the exposure to around 11 for each light.
We can change the color of the lights by enabling Color Temperature. Select the right light and enable the Color Temperature within its Arnold attributes. Leave it at its default temperature value of 6500. This will give a cool blue feel to the light. Select the light on the left and do the same, except change the color_temperature to a warmer color, something like 4000.
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A null object used as Focus Object (left). Cameras Arnold DOF Parameters (right).
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 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 samples would fix all noise elsewhere but would also slow render times from the unnecessary rays.
The final scene file can be downloaded here.