

The image is stored locally on your computer or in your external drive project in the images folder. Notice the Arnold RenderView seems sharper than the Maya RenderView window. Set Transparency Depth to 0 (setting for no transparency, 4 good transparency value, default 10)Ĭlick the Render View icon upper right to open the window Set Specular to 2 (default 1, nicer reflection) Set Total to 2 (should match highest setting below, default 10)

Set Volume Indirect to 0 (default 2, use for smoke and volume effects)Ĭhange Width to 1 (less blurry, more grainy, default 2) Set SSS to 0 (default 2, use if you are using Subsurface in your shader) Set Transmission to 0 (default 2, use if you are using transmission in your shader) Quality settings for Sharpness and less grain Presets-> Import Render Settings->Default Settings (This resets all settings)Ĭhoose Image format: tif (default exr, too huge, 32 bit per channel, ignores color mgt.)įrame.Animation ext: name.ext (name.#.ext for an animation) Render Settings icon upper right (Windows->Rendering Editors->Render Settings.)Ĭhange Render Using to Arnold Renderer (Arnold is the default) Set Spread lower, the cone of light becomes smaller and brighter. Set Soft Edge to 1 to improve the edge quality of the shadow. Rotate X -45, Y -45 (There is a pointer on the light icon, this needs to aim at your objects.) Volumetric is for rendering smoke, particles, fog etc.)Ĭhange Camera to 0 (This turns off the camera in the background, default 1) (This will help speed up the render a bit. This way you can see a swatch of the shader ball in the Hypershade Window.Ĭhange Samples to 2 (default 1, less grainy) You can change the aiStandard shader to a Maya Standard Surface shader. Hold right mouse over the aiStandardSurface materialĬhoose a shader from the list such as Copper and Replace Select Arnold and Shader selection filtersĬlick on the aiStandardSurface icon to create a new shader ball (You should see the shader in the attribute editor on the right, switch the tab if you don't.)Ĭlick the Map Button across from Base Color

Select Assign Favorite Material->StandardSurface Use the right mouse key over the plane to bring up the marking menu (This will change all your default Base Color textures maps to RAW format.)Ĭheck Apply Output Transform to Renderer (important for batch rendering later) Select Windows->Settings/Preferences->PreferencesĬhange View: to Raw (default ACE 1.0 SDR-video)Ĭhange Input Color Space : to Utility->Raw (default sRGB) Rendering RAW for more dynamic range, better color, highlights and shadows. Default Color Management settings RAW Color Management Settings
