![]() ![]() More than an alternative are the AMD processors, preferably Threadripper of the Pro series, e.g. ![]() 4.7 Ghz, Intel Core i9, 10 cores, 20 threads and max. 3.90 GHz, Intel Core i7 9700, 8 cores, 16 threads and max. The following processors are particularly suitable for Autodesk Arnold: Intel Xeon W-2133, 6 cores, 12 threads and max. From version 6 Autodesk Arnold is able to use both CPU and GPU rendering.ĬPU rendering focuses on accuracy while GPU rendering is optimised for speed. We should focus on the CPU up to version 5, as the graphics card cannot be used for its renderings. Intel Xeon processors typically have more threads than their Intel Core counterparts. Multiple queues per core allow the CPU core to switch between different tasks. CPU cores refer to the cores that actually physically exist, while threads are often thought of as queues for the core in question. ![]() The CPU renderer uses all available threads of the CPU. For these versions we recommend to pay attention to a balance between the number of their CPU cores and threads. without having to edit a bunch of bitmaps.Up to version 5, Arnold is a CPU-based rendering program. Using separate materials makes it much easier to edit each in isolation, so you can tweak values for the metal color/Roughness/etc. In Arnold and other path tracers, you would usually make a "stained glass" material, and a "leading" material, then use a Blend material to combine them with a b/w mask in the shape of the leading. I can't separate the leading into a separate mesh, it would be too much mesh. So my maps have to include both glass and metal. ![]() The leading around each shard of glass is made of metal, it's really intricate. So you combine surfaces into a shared texture set.įor Arnold rendering though, it's much easier to use separate materials, and mask them with a Blend material.įor example, I'm working on a lamp model with a stained glass lamp shade. This is often required for realtime export since we typically want less complex shaders, for better performance. You can use 1 material for multiple different surface types, but it's usually more work to do this as you have to separate the surface types in every texture. There's no hard rule here, it all depends. ![]()
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