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. Lighting or look-dev could be sped up by enabling ignore_textures or ignore_shaders for example. 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 all textures when rendering.
Ignore all shaders when rendering, Arnold will render with a simple n_dot_eye shader instead.
Ignore atmospheric shaders.
Ignore all light sources.
Don't perform shadow calculations.
No objects will be subdivided. This parameter is not interactive.
Displacements will be ignored. This parameter is not interactive.
Ignore bump mapping.
Polygon normals will not be smoothed, resulting in a faceted appearance. This parameter is not interactive.
Ignores all motion keys.
Ignore depth of field computation.
Ignore subsurface scattering.
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
Global shader override which allows you to override the shader for all objects in the scene.
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)