From the course: 3ds Max: Tips, Tricks and Techniques

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Approximating global illumination in Arnold

Approximating global illumination in Arnold - 3ds Max Tutorial

From the course: 3ds Max: Tips, Tricks and Techniques

Approximating global illumination in Arnold

is relatively fast in the Arnold Renderer because it's an optimized renderer. However, in many cases, your render times are still too long, and Arnold is not fast enough. Animation is one area in particular that benefits from shorter render times. This week I'll show you how to set up Arnold for ActiveShade mode rendering. In the system tab, I have Legacy 3ds Max Map Support enabled, and I'm rendering on all but two of my current processors threads, or cores. In the Arnold Renderer tab, I have default samples and ray depth. Let's take a look at this. Click on the render button to execute ActiveShade. And we get an image, but it looks pretty grainy, and that's because of the method I've employed here to light the scene. There are no actual light objects active in the scene right now. The illumination is coming from the emissive material applied onto these ceiling panels. Let's take a look at that. If we go into the material editor, you can use the keyboard shortcut, which is m. Here's…

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