Arnold GPU allows users to switch seamlessly between CPU and GPU rendering. (video: 1:55 min.)
High-performance ray traced subsurface scattering eliminates the need to tune point clouds.
Memory-efficient ray traced curve primitives help you to create complex fur and hair renders.
3D motion blur interacts with shadows, volumes, indirect lighting, reflection or refraction. Deformation motion blur and rotational motion are also supported.
The volumetric rendering system in Arnold can render effects such as smoke, clouds, fog, pyroclastic flow and fire.
Arnold can more efficiently ray trace instances of many scene objects with transformation and material overrides.
Arnold supports Catmull-Clark subdivision surfaces.
Arnold now features support for Open Shading Language (OSL), an advanced shading language for Global Illumination renderers.
LPEs give you power and flexibility to create Arbitrary Output Variables to help meet the needs of production.
Adaptive sampling gives users another means of tuning images, allowing them to reduce render times without jeopardising final image quality.
An advanced Toon shader is part of a non-photorealistic solution provided in combination with the Contour Filter.
Two denoising solutions in Arnold offer flexibility by letting designers use much lower-quality sampling settings.
Integrate Arnold in external applications and create customised shaders, cameras, light filters and output drivers.
Arnold has a native scene description format stored in human-readable text files. Easily edit, read and write these files via the C/Python API.
This energy-saving, physically based uber shader helps produce a wide range of materials and looks.
This physically based shader is built to render hair and fur, based on the d'Eon and Zinke models for specular and diffuse shading.
A native Alembic procedural lets users render Alembic files directly without any translation.
An extensive set of tools lets users more easily identify performance issues and optimise rendering processes.
Operators make it possible to override any part of a scene at render time and enable support for open standard frameworks such as MaterialX.
Create ID mattes automatically with support for motion blur, transparency and depth of field.