Arnold is a global illumination system incorporating modern ray tracing and physically based shading techniques. Arnold offers greater speed, more power and higher quality. This gives studios using Arnold a distinct competitive advantage – especially in big-budget productions.
Over the past few years, Arnold has been used to create unique visual effects in major VFX feature films, animated features, and high-end commercial projects. Sony Pictures Imageworks was the catalyst for the professional adoption of the product and will use Arnold in all upcoming films.
What’s new in 0.19.0
Version 0.19.0 of MtoA is based on version 18.104.22.168 of the Arnold core.
New features include:
. Reduced texture I/O: Ray differentials, used to calculate texture sampling footprints, have been
improved for the different ray types, which can produce dramatic speedups in scenes with large
numbers of high-resolution texture maps.
. Faster bump mapping: 25% less shader evaluations per call.
. Faster ray accel build: 25% less time to build the ray acceleration structures. Memory usage and ray
tracing speed are unaffected. (#3008)
. Cached of standins pointing to an .ass file: This feature can potentially save a lot of both memory and
disk I/O. Because of the experimental nature of this feature, users who want to try it must manually
enable it with the global option enable_procedural_cache in the User Options string field in the
. Bumpdiff mode in the utility shader: This mode will show how far the bump and autobump normals vary
from the base smooth-shaded normals as a heatmap (blue is the same, going through green to red as
varying up to 90 degrees away). This is useful for debugging the balance between subdivision iterations
with displacement vs autobump making up for the rest.
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