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Imagers - Arnold for 3ds Max

Further Reading
See also Post Processing with Imagers in the Arnold User Guide
Imagers in the Arnold Render View window Imagers in the Render Setup window

Post-processing nodes called imagers operate on pixels before the output driver. Imagers can be chained together.

Important:

The Intel ® Open Image Denoiser imager (OIDN) is added by default to new scenes (existing scenes are unchanged).

Note:

Known limitations:

  • Currently, Arnold refreshes the IPR when a new imager is added. It is, therefore, recommended to add imagers before starting an IPR session.
  • Denoiser imagers should be applied before post-processing imagers if the post-processing is introducing new features in the image (ex: bloom).
  • You should apply the imager_light_mixer before any denoiser imagers, as light AOVs won't necessarily be denoised by the denoiser.
  • Writing imager output to separate AOV is available only in multi-layer Arnold drivers (e.g. EXR) and when rendering to the Picture Viewer, but not supported by single-layer Arnold drivers (e.g. jpeg, png, etc).
Note:

  • A video tutorial that shows how to use imagers can be found here.
  • The physical camera controls can coexist with other Arnold imagers. In that case, the physical camera controls apply at the very end, so after the other imagers, to preserve the look between the legacy Frame Buffer and the Arnold RenderView.
  • It is possible to save imager chains in a Material Library. This makes it possible to share the library and reload the chains in any scene.
  • When you add imagers, they are automatically applied in the most useful order (for example, Light Mixers go first in the list). You can still re-order them manually if necessaary.

The following post-process imagers are available below:

  • imager_arnold_denoiser
  • imager_color_correct
  • imager_color_curves
  • imager_denoiser_oidn
  • imager_denoiser_optix
  • imager_exposure
  • imager_lens_effects
  • imager_light_mixer
  • imager_overlay
  • imager_tonemap
  • imager_white_balance

Multiple imagers chained together in the Slate Material Editor

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