This tutorial is a breakdown of the workflow required to convert an interior scene that has been setup for another renderer for rendering with Arnold. Scene setup and rendering should take no longer than an hour. The scene used in this example is part of this collection of architectural interiors.
The scene has been exported from 3ds Max as an .fbx file and imported using the FBX plugin.
The workflow covers the following topics:
Note: Another tutorial that demonstrates different ways to approach lighting a room can be found here.
The scene is lit very simply with quad lights positioned outside of the windows of the room. The color_temperature has been set to that of daylight (5500). Leave the default light samples setting at 1. For final rendering, increase this value to 4 to reduce any noise in the shadows.
Increase the exposure of the light to around 20.
Use a directional_light to simulate sunlight coming through the far window. Increase the angle slightly to around 0.2. This will give the sunlight a softer edge to the shadow on the floor. You may need to increase the samples of the directional_light (distantant_light) if you do (3 should suffice). Enable color_temperature and choose a slightly warmer temperature like 5000.
Scene lit with Quad lights outside of the windows and a Directional light representing sunlight
To preview how the lighting will affect the scene, you can apply a standard_surface (reduce specular_weight to 0) shader override to the scene. This effectively creates a 'chalk preview' of your render and allows you to focus purely on lighting without being concerned about shading.
Reducing the diffuse_samples to 0 will effectively disable indirect lighting. This is useful when you want to test render direct lighting in the scene and will also be quicker to render.
diffuse_samples : 0 (disables indirect lighting)
Information about specular_fresnel can be found here.
Here, we will use thin_walled and subsurface to provide the effect of translucency with the curtain being lit from behind.
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without translucency | with translucency |
Ensure that the polygon face normals are all facing in the right direction (especially important when rendering glass surfaces with Arnold).
[Render Settings](http://support.solidangle.com/#Render Settings)
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diffuse_samples: 2 | diffuse_samples: 6 |
Note: Care should be taken when increasing this value as your render times will increase dramatically.
Note: More information and tutorials about removing noise can be found here.
The images below were rendered using a diffuse_ray_depth of 1 (default) and 4. You can notice a clear difference of bounced light around the curtain for example.
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diffuse_ray_depth: 1 | diffuse_ray_depth: 4 |
Note: Note that render times will linearly increase with regards to the number of ray diffuse bounces and therefore care should be taken when increasing this value.
You can 'clearly' see the difference in the glass vases when increasing the transmission_ray_depth in the images below.
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2 | 4 | 8 |
Note: More information about rendering glass surfaces can be found here.
That concludes this tutorial on converting an interior scene for rendering with Arnold.