A video showing some of the Arnold RenderView features can be found here.
The Arnold RenderView window is an interactive rendering (IPR) utility designed to give real-time feedback on any changes made to the scene while solving several limitations of the DCC's native render view. A long list of artist-friendly features has been added to help with the shading, lighting, and look-dev process, improving interactivity and reducing translation/scene refresh time. For example:
The Arnold RenderView window can be found in the Arnold menu.
- It is possible to render inside the 3ds Max viewport, by switching the viewport "Renderer" from standard to Active Shade - using Arnold.
- The Arnold RenderView options are saved with the scene. This allows you to restore previously defined options when re-opening an existing scene.
Only one render session can be active in Arnold at the moment.
Working with the RenderView
By default, the RenderView acts like an IPR session, progressively rendering the scene by starting with negative AA samples and increasing them in a number of steps. Each change in the scene will automatically trigger a render update. This behavior can be modified by changing the following RenderView options:
Manipulation
By default, the image displayed in the RenderView window can be manipulated in 2D (panned and zoomed) using the Alt key:
Region Rendering
You can use the Crop Region tool to render it to a specific region only. This can be enabled via the menu Render > Crop Region, by pressing the icon, Once the region has been selected, the "crop" option is disabled, so that mouse clicks over the image are seen as "picking" (see the section below). To clear the Crop Region and render the whole image, click anywhere on the window while the Crop Region option is active. You can also click on the small cross beside the cropped region to clear the region.
Picking
It is possible to 'pick' objects in the RenderView, which selects the visible geometry in the viewport. When doing so, the selected geometry appears temporarily highlighted in the RenderView while the mouse button is pressed.
Picking the geometry (body) highlights it (rollover image).
Status Bar
Just below the render buffer, a Status Bar provides information about the render in progress. When a previously stored snapshot is displayed, information about this previous render is displayed. When Show Pixel Information is enabled, these additional fields are displayed, relative to the mouse cursor: The Status bar can be hidden by disabling Window > Status Bar > Show Progress Bar.
Menus
Saves the currently displayed image to disk. The image is color managed depending on the format. For example, JPEG is sRGB, and EXR is linear. Saves the currently displayed image to disk with all of the AOVs in a multi-layer EXR. Choose to save images using color management and view transform settings.File Window View Render
File
Save Image
Save Multi-Layer EXR
Save Image Options
Window
Shows the color correction settings in the Display Settings panel on the right of the RenderView window. Displays information about the pixel below the mouse cursor. The XY pixel coordinate will be displayed, as well as the RGBA output value as returned by the renderer (before Color Management is applied). Displays the status bar at the bottom of the RenderView. This status bar shows some useful values such as for render time, resolution, sampling values, and memory usage. Displays information about the pixel below the mouse cursor in the status bar. By default, the RenderView can be manipulated in 2D by pressing the Alt key (LMB pans the 2D image, RMB or mouse wheel zooms in/out). In this mode, Frame All adjusts the displayed buffer to fit the Viewer size. If 3D Manipulation is enabled, the manipulation no longer affects the 2D image but moves the camera in 3D space. In this mode, Frame All moves the camera to frame the whole scene geometry as if it was performed in the viewport. By default, the RenderView can be manipulated in 2D by pressing the Alt key (LMB pans the 2D image, RMB or mouse wheel zooms in/out). In this mode, Frame Selection adjusts the eventual Crop Region to fit the viewer size. If no crop region is active, this behaves exactly as Frame All. If '3D Manipulation' is enabled, the manipulation no longer affects the 2D image but moves the camera in 3D space. In this mode, Frame Selection moves the camera to frame the selected geometry as if it was performed in the viewport. If '3D Manipulation' is disabled (default behavior), Real Size adjusts the displayed buffer with its original size, independently of the Viewer size. A 1:1 icon is also available in the toolbar.Display Settings
Pixel Information
Status Bar > Show Status Bar
Status Bar > Display Pixel Information
Frame All
Frame Selection
Real Size
Allows you to choose which icons are displayed in the toolbar. Darken Out-Of-Region Toolbar Icons
Show Render Tiles
Mouse-centered Zoom
Shape Picking
View
Renders any AOVs defined in the render settings. These can be displayed during rendering (see below). It is not possible to pick geometry in the RenderView window when this option is disabled. A list of AOVs as defined in the Render Settings. This list is also shown in the toolbar as a drop-down menu. You can change the displayed AOV even during rendering. Displays the selected color channel in the RenderView. The toolbar icon allows you to switch between them. A right-click menu is also available. Fit Window Size dynamically adjusts the render resolution to the size of the window, to always have a 1:1 display ratio. Stores the displayed image in memory. When one or more snapshots have been stored, a slider will appear in the toolbar to help navigate between snapshots. Navigates between previously-stored snapshots. 'Previous' refers to an older snapshot. Navigates between previously-stored snapshots. 'Next' refers to a more recent snapshot. Deletes the current snapshot. Snapshots Folder The snapshot folder where the snapshots are saved to disk. The left/right arrow keys navigate between snapshots. The up/down keys toggle the display of snapshots and live rendering. Enable AOVs
AOVs
All Channels, Red, Green, Blue, Alpha, Luma
Test Resolution
Store Snapshot
Previous Snapshot
Next Snapshot
Delete Snapshot (Del)
Post
Post-processing nodes called imagers operate on pixels before the output driver. Imagers can be chained together.
Display Settings
Opens the color correction panel on the right side of the RenderView window, offering various options for adjusting the displayed pixel colors. Exposure: expose the displayed image up or down, in f-stops. View Transform: choose the default color transform to apply for viewing images in the RenderView.
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Background
It is sometimes useful to change the color of background pixels in the displayed render. BG Color: applies a flat background color. BG Image: displays a background image or texture. BG Checker: displays a checkerboard pattern as the background. Color: applies a flat background color. Apply Color Management: applies Color Management settings to the Background.
Foreground
Applies a foreground image in the RenderView window.
Pixel Information
Shows detailed values for the pixel below the mouse cursor, on all AOVs. Pixel Information values
A B Comparison Tool
Allows you to choose between two snapshots to be compared using a wipe tool. Choosing a single snapshot will compare it with the current render. A/B Comparison tool (right-click snapshots)
Render
Stops/starts the render. If enabled, any change in the scene will automatically refresh the render in real-time. If disabled, changes in the scene won’t interrupt the render, which can still be refreshed manually by pressing “Render”. Restarts the render. Stops the render in progress. When enabled, the scene will be sampled progressively, starting with negative AA samples for fast feedback. If disabled, only the final AA pass will be rendered. This option allows you to perform a region render by dragging an area in the RenderView. Geometry selection in the RenderView will not work when this option is enabled. Clicking in the RenderView window clears the crop region. You can also drag a region in the RenderView while pressing the SHIFT key to perform a temporary region render. Allows you to clear and regenerate the whole Arnold scene. This avoids having to close and re-open the RenderView.Run IPR (Space)
Scene Updates
Refresh Render (F5)
Abort Render (Esc)
Progressive Refinement
Crop Region
Update Full Scene
Shows the list of cameras in the scene, allowing the choice of which one will be used for rendering. This list also appears in the Toolbar as a drop-down menu. Allows you to save one or several threads to avoid slowing down the UI, which improves interactivity. Temporarily replace the shading applied to all objects with a variety of debugging shading modes. This is used for interactive rendering purposes only and won’t change anything in the scene. Disabled: render using the real shaders specified in the scene. Basic: disable all shaders in the scene, switching to a gray 'ndoteye' shader; a very fast shading mode. Lighting: renders the scene with a white lambert shader. Occlusion: use ambient occlusion shading. Wireframe: displays geometry as a wireframe. Normal: visualizes the normal vector (between 0 and 1, in tangent space). UV: displays the coordinates of the primary UV set (red=U, green=V). Primitive ID: displays random colors based on the per-primitive (triangle, curve) index. Barycentric: displays intra-primitive parametric coordinates (barycentric for triangles, parametric length, and width for curve segments). Isolate Selected (S): Isolates the selected node in the render. The following nodes can be selected: Geometry: renders the selected geometry only; all other geometry is rendered as a black matte. Materials: renders the selected material only; all other materials are rendered as a black matte. Shaders: any individual shader (utility, texture, blend, etc.) part of a shader tree can be isolated, showing its resulting output in the render. Any geometry whose shading tree does not contain the isolated shader is rendered as a black matte. Light: isolating a light means that all other lights are disabled, and the scene is lit exclusively with the selected light.Camera
Save UI Threads
Debug Shading