Hello, Arnold GPU

Arnold is one of the most popular renderers in animation and film production, the software and renderers supported by Fox Renderfarm including Arnold, we are also an Arnold render farm. With the recent release of Arnold-, the first version of the Arnold GPU (beta) has been officially released. We can share some of the results and thoughts about the pre-test of the Arnold GPU.
The principle of Arnold GPU
More than two years ago, Marcos Fajardo (author of the Arnold) talked about the possibility of Arnold GPUs for the first time at SIGGRAPH2015. At the time, a full-platform-supported GPU renderer based on the OpenCL computing framework was designed. However, the current Arnold GPU is based on NVIDIA Optix rendering architecture, the bottom layer is CUDA language, CUDA is much more friendly than OpenCL, the development progress is certainly faster, and the most important thing is that CUDA is faster and more stable. With the release of the RTX series of graphics cards, vector intersection processing is getting faster and faster, and it is more suitable for GPU ray tracing algorithms.

Arnold CPU and GPU effects
The original purpose of Arnold GPU rendering was to keep the CPU and GPU rendering results close to each other, which is the effect and speed of the different rendering modes of the beta version.
Test environment:

Katana3.0 KtoA gpu19 GeForce GTX 1080
Using 8 render threads
Parameter settings:
AA samples = 6
GI diffsue samples = 3
GI specular samples = 3
GI transmisson samples = 3
GI diffsue depth = 2
GI specular depth = 3
GI transmisson depth = 8
Light sampling is the default
  Metal (CPU on the left, GPU on the right)
Rendering time:
CPU - 2m13s
GPU - 10s
In summary, the metal BRDF material does not require much computing performance, and can be well calculated on the GPU, so the CPU and GPU noise is less, GPU rendering is much faster. When there are many hard surface materials in the scene, the GPU will show more powerful speed and performance without losing the rendering quality.

Glass (CPU on the left, GPU on the right)
Rendering time:
CPU - 31m57s
GPU - 17s
Glass BTDF material, ray tracing renderer is too slow and too inefficient. Although the Arnold GPU renders extremely fast, it is obvious that the rendering details are lost and the noise is dense. Still using the CPU to render slowly is more reliable.
Subsurface scattering  

Subsurface scattering (CPU on the left, GPU on the right)
Rendering time:
CPU - 6m39s
GPU - 36s
Subsurface scattering(SSS), also known as BSSRDF, is the biggest surprise for Arnold GPU in so many tests. The Arnold GPU implements the random_walk BSSRDF in standard_surface.
First, the Arnold 5 comes with two types of SSS:
Diffusion is an empirically based SSS model that renders results faster because many of the parameters are obtained by looking up the table. This empirical model is also commonly used today. Random_walk is a complete light reflection calculation based on a real physical model.
Going back to the Arnold GPU, it doesn't support diffusion but uses random_walk directly. The results are perfect, the noise is small, and the rendering is very similar to the CPU. In actual production, this is a CG production requirement that is fully qualified for film.
Cornell Box

Cornell_box (CPU on the left, GPU on the right)
Rendering time:
CPU - 23m37s
GPU - 1m27s
The result is perfect, although the rendering time is slow, but the effect is amazing. Compared with Redshift, the speed is fiasco, and the effect is over. The biggest problem with Redshift is that indirect lighting tends to be too bright and dark details are not enough. The effect of the Arnold GPU is basically the same as that of the CPU. At this point, it is the best known in the current renderer (prman doesn't know).
Please note here that the reason why the rendering time of the GPU is significantly faster than the CPU is because the sampling is the same, and the sampling result is the same, the noise of the GPU rendering result is significantly more than the noise of the CPU rendering result.
Arnold Beta Edition Limitations
Because Arnold is still in the early beta version, many features are not available. It should be a little early to use the Arnold GPU for production. Here are some of the bigger drawbacks.
General restrictions
GPU rendering, based on the same sampling, more noise than CPU
GPU rendering will read all textures into memory and video memory, not supporting streaming texture
GPU rendering does not support bucket rendering, all supported AOVs are left in memory
GPU rendering does not support OpenVDB
Shaders restrictions
OSL Shaders is not supported yet
Third-party Shaders are not supported at this time
Does not support AOVs write, does not support write_aov
Lights restrictions
Cylinder_light is not supported yet
Disk_light is not supported at this time
Mesh_light is not supported yet
Light_links is not supported at this time
Light_filters is not supported at this time
The future of Arnold GPU
Arnold wants to use GPU rendering for movie-level projects, but because of the GPU's own shortcomings, many renderings must be calculated using the CPU, which is more efficient. Therefore, it is very important to switch between rendering between CPU and GPU freely. Based on this, Arnold can provide high quality CPU unidirectional ray tracing rendering while providing efficient GPU Optix ray tracing rendering.
A set of APIs supports CPU and GPU
Arnold was originally designed to use a set of APIs that are compatible with CPU and GPU rendering. Now Arnold GPUs are beginning to be compatible with some of the Maya native materials available in MtoA, at least for this, Arnold has made some progress.
Support for OSL Shaders
The latest news, from the developer forum, NVIDIA is working with Sony to develop OSL GPU-based compatibility, including several important features of OSL: Closure and LPEs. Will join the Arnold GPU soon.
Rendering consistency
Now it seems that Arnold still does a good job of restoring effects. GPU rendering tries to move closer to CPU rendering because the two rendering architectures are different and no longer extend.
Reference: MIYAZAKI

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An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan
An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan
As the leading cloud rendering services provider, Fox Renderfarm will share with you how to create a 3D Mulan with Arnold for Maya.Realistic performance is not the whole of 3D art. 3D technology is constantly developing. This is the important driving force for 3D character artists to create. In film and television works, the visual development of characters is the most crucial step.Jung-Won Park is a 3D character artist from South Korea, specializing in 3D modeling, character modeling and rendering.This time, we based on the Mulan, the 2020 movie, we will create techniques such as creating realistic and delicate skin textures and high-quality 3D character model rendering. The main used software and renderer are Maya, Arnold, ZBrush, Substance Painter, Mari. 1. Model Creation!An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 2 Before the model is created, the reference material collection and basic model adjustment must first be performed. Then, perform basic model disassembly UV, heavy topological operation, and detail engraving. This step is very important. 2. Texture Drawing !An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 3Draw a model, refine the color texture, and drawing texture of the head and neck, face, forehead, arm and other body parts. Then draw clothing, accessories, and swords. If you don't know the material of any item, please check your reference picture or find a satisfactory reference. 3. Displacement Map!An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 4 The Displacement map is the most important part of the entire texture drawing process. Zbrush & Mari software is required for collaboration and in-depth analysis of TexturingXYZ displacement map settings. 4. Camera principle and lighting!An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 5 Camera principle and lighting adjustment, this step can make the works infinitely close to the real world. It is necessary to properly set and test the ratio of scene to real world, camera parameters, and basic lighting. 5. Highlighted texture creation!An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 6 Create highlight texture, including marking the model's highlight position, making primary high-light reflections & secondary high-light reflections, and perfecting the highlight texture. 6. Skin material!An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 7The skin material is made to match the principle of light as much as possible. 7. Eye creation!An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 8The creation of the eye is believed to be a diffcult things for many students. First, create eyeball models, iris materials, and perform UV splitting, use PS to create scleral texture to create scleral materials. And finally, handle inner corner detailing. 8. XGEN Fur Creation !An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 9 XGEN makes fur, which is the only way to pursue delicate results. Before making a production, first analyze the fur making ideas.Then, create the upper eyelashes, eyebrows, fluffy hair on the face, the top area of the hair, the hair of the forehead bangs, the hair on the face, and the fine hair on the back of the neck. Among them, the use of Fibermesh for hair styling, the application of random expression of hair distribution, increased hair volume, and the creation of ponytail will be the focus of learning. 9. Body and Clothing Materials !An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 10 Use UDIM to create displacement texture for apparel gloves and master Substance to Arnold. Draw the displacement texture of the arm, highlight texture, and perfect the hand coloring material. 10. Posture Adjustment !An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 11Model rigging and posture adjustment, adjust Pose in Zbrush, learn to use Maya's "transfer". 11. Light Rendering!An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 12 Light rendering can be combined with a variety of advanced rendering, such as Arnold. Apply HDRI lighting, add lighting layouts, adjust DOF & chromatic aberrations, handle rendering noise and finish. Skin, Detail, Light There are 3 core contents of character visual performance. Rendering how to obtain high-quality image performance, in the texture part and the rendering part of the work of the model artist's level of high judgment, Park Zhengyuan's skin, hair, lighting rendering performance is called crafts level.!An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 13SSS skin texture production:!An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 14 !An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 15 !An Amazing CGI Personal Project Sharing Of Liu Yifei Likeness As Mulan - 16Fox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud render farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!
Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Is The Best 3D Renderer?
Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Is The Best 3D Renderer?
Nowadays, many people use 3D software to create their works, so the use of the renderer is essential. There are many popular renderers, including V-Ray, Octane, Arnold, Conona, RedShift. Of course, there are those who will choose cloud render farm for their rendering. But for many new 3D artist, which renderer is the best?The principles of these renderers are basically the same, but the operation methods are somewhat different. Of course, the focus of each rendering is different. Let us take a look at it now. Which is the Best 3D Renderer?The work from the Runner in Evermotion 2017, rendered by V-Ray: V-Ray The V-Ray renderer focuses on interior design and outdoor design for 20 years. The biggest feature is that it is almost half of the building performance, and the latest 4.0 version of the various functions are also very perfect, many works can be fake.Disadvantages, perhaps because V-Ray has too many setting parameters, material adjustment and lighting performance is very difficult, not very friendly to novices! ArnoldArnold renderer is very powerful. The physics-based ray tracing engine CPU renderer is the most stable! Of course, the CPU is not strong enough, the rendering speed is also anxious, especially the rendering of transparent objects such as glass, as well as its powerful node-like operation, so that novices love and hate it!Of course, as an attitude to study the renderer, Arnold is highly recommended to learn! RedShift Next, talk about RedShift, the GPU-based renderer, the most intuitive experience is that the real-time preview and rendering speed is fast, and has a powerful node system like Arnold. It is more suitable for artistic creation, especially for animation. As for the authenticity of the rendering effect, it takes a lot of time to practice and accumulate knowledge. Octane Octane is also a GPU-based renderer. First of all, its SSS and replacement functions are quite good.The speed is also very fast, the light is softer, and the rendering looks very comfortable. Similarly, if the slightly larger scene is solved by PL, the efficiency will drop, but the speed is not fast. There are also problems with dryness that can sometimes become one of the features of the work!PS: The current version of OC does not support A card, nor can it exclude lights. CononaThe work from the first place of Evermotion 2017, rendered by Corona: Conona is also a highly recommended renderer. It comes from V-Ray. It can be seen as a simplified version of V-Ray. LightMix lighting solves the trouble of late dimming. The material system will not have to worry about it by default. Very small and practical, quick to get started, of course, just out of the official version, it is said that next year will be a node system, while the animation is somewhat weak!If you do indoor and outdoor design, static frame rendering can be used, after all, it is best at the ray tracing rendering engine! ConclusionIn fact, the renderer is just a step in the work, we can choose different renderers according to different work content, find the best for you. There are also many people who choose Fox Renderfarm because as the best CPU & GPU cloud rendering service provider, it helps you to render 3D models effortlessly offline.
How Does Maya Make Arnold Render Transparent Textures (Tutorial Step by Step)
How Does Maya Make Arnold Render Transparent Textures (Tutorial Step by Step)
In the Maya production scene, it is more common to use transparent maps, such as leaf, generally do not specifically engrave the leaf model when making the leaf model, but through the texture, a patch can be saved. Model engraving time, because making in large scenes is very time consuming, and small places such as leaf do not take too much time to process.The best CPU & GPU cloud rendering service provider, Fox Renderfarm, will tell you how does Maya make Arnold render transparent textures step by step. Maya Render Transparent Background With Arnold Step by StepStep 1. Create a patch in the scene. Step 2. Create a camera and lights, then we directly render with arnold in a gray patch. Step 3. We went to find a texture of the leaf, down from the Internet, there is no alpha, we posted to try, we create an aiStandardSurface1 shader ball. Step 4. We put our leaf texcure on the color and give this shader to our face. Step 5. Now, rendering work as below, we put a thing under the patch to facilitate observation. Step 6. Then consider how to remove the extra white next to the leaf, we need to deal with transparency in this parameter we can paste a black and white textures, black is no data information, that is, the value is 0, pure white is 1, so you can make the texture transparent, and then we will process the image of our leaf, make the thing you don’t need black, and make the one you need into white. In the nuke inside, here you need to pay attention to the difference, the lower version is processed in semi-transparent like the Transmission deal with Weight in pictrue. Step 7. We put the processed image in the opacity channel. Now we have the Maya leaf, and there are no edges in Maya. ConclusionBy now you should know how does Maya make Arnold render transparent textures. You may also be wondering how to set up a Maya render farm. Or you can use an existing render farm such as Fox Renderfarm, which supports both CPU & GPU rendering.
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