Introduction to Arnold for Houdini

Arnold is an advanced Monte Carlo ray tracing renderer built for the demands of feature-length animation and visual effects movies. This is a beginner's tutorial that introduces HtoA, a plug-in that allows you to use the Arnold renderer directly in Houdini. 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 toy robot model using the Arnold renderer. We will use Arnold's own 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 Diffuse, Specular, Sub-Surface scattering, etc. We will need to adjust the Diffuse and Glossy attributes in order 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.

Scene setup

Light settings

Light Samples

1 3

Shading

Camera Depth of Field

Cameras Arnold DOF parameters

Rendering

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 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.