Feature Overrides

 

This group of switches allows you to disable a number of important rendering features. By selectively disabling some features, you can get a feel for where the renderer is spending most of the time, which helps optimizing scenes. This is also useful for isolating errors and artifacts when debugging. Note that not all of these options are interactive - some of them may require the entire scene to be refreshed/exported.

Ignore Textures

Ignore all textures when rendering.

Ignore Shaders

Ignore all shaders when rendering, Arnold will render with a simple "N dot eye" shader instead.


Ignore Atmosphere

Ignore atmospheric shaders. 


Ignore Lights

Ignore all light sources.


Ignore Shadows

Don't perform shadow calculations.


Ignore Subdivision

No objects will be subdivided. This parameter is not interactive.


Ignore Displacement

Displacements will be ignored. This parameter is not interactive.


Ignore Bump

Ignore bump mapping.


Ignore Normal Smoothing

Polygon normals will not be smoothed, resulting in a faceted appearance. This parameter is not interactive.


Ignore Motion

Ignores all motion keys.

Ignore Depth of Field

Ignore Depth of Field computation.


Ignore Sub-Surface Scattering

Ignore Subsurface scattering.


Ignore Operators 

Ignore Operators.

Ignore List

Nodes in this list are ignored. For example, the following would skip creation of Lambert, Standard Surface and curves shaders:

ignore_list 3 1 STRING lambert standard_surface curves

Force Shader Assignments (translation of Shading Engines)

Forces MtoA to export shape nodes with a shader link. This allows you to keep your shapes and shaders in separate ASS files. For example, you could have one stand-in that loads the shapes, and a second stand-in that loads the shaders. As long as the shape nodes include links to the shaders, Arnold will resolve the links and render the shapes with the right shaders.

 

 

 

Pepe model by Daniel M. Lara (Pepeland)

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