3ds Max: Rendering with Arnold

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Free Online Course: 3ds Max: Rendering with Arnold provided by LinkedIn Learning is a comprehensive online course, which lasts for 3-4 hours worth of material. The course is taught in English and is free of charge. Upon completion of the course, you can receive an e-certificate from LinkedIn Learning. 3ds Max: Rendering with Arnold is taught by Aaron F. Ross.

Overview
  • Learn how to use the core features of Arnold, the high-quality rendering engine in 3ds Max, for lighting, texturing, and rendering 3D scenes.

Syllabus
  • Introduction

    • Welcome
    • Using the exercise files
    • Updating the MAXtoA plugin
    1. Concepts
    • Course prerequisites
    • Introducing Arnold
    • Arnold rendering concepts
    2. Processing and Interactivity
    • Setting 3ds Max preferences
    • Creating a default template scene
    • ActiveShade rendering
    • Tuning sampling quality
    • Controlling global illumination Ray Depth
    • Preview materials with GPU rendering
    3. Environment Lighting
    • Image-based lighting with scene environment
    • Image-based lighting with a skydome
    • Daylighting with Arnold Physical Sky
    • Using multiple Skydome lights
    • Setting color temperature of an environment
    • Improving light samples
    • Using Environment Advanced mode
    4. Studio Lighting
    • Creating an Arnold Quad Light
    • Setting Arnold Quad Light parameters
    • Rendering self-illuminated surfaces
    • Setting Arnold Properties for an object
    • Improving skydome interiors with Portal mode
    • Control distance intensity with a Light Decay filter
    • Emulating sunlight with an Arnold distant light
    • Creating an Arnold spot light
    • Focusing Lens Radius for a collimated beam
    5. Materials and Maps
    • Creating an Arnold Standard Surface
    • Base color and specular roughness
    • Mapping material parameters
    • Surface relief with bump mapping
    • Rendering metallic surfaces with metalness
    • Mapping opacity
    • Refracting light with transmission
    • Shading with ambient occlusion
    • Building an Arnold shading network
    6. Rendering
    • Test rendering with the utility map
    • Mesh subdivision with Arnold Properties
    • Render adaptive displacement
    • Optimize subdivision with frustum culling
    • Control displacement with Arnold Properties
    • Panorama rendering with a spherical camera
    Conclusion
    • Next steps