Below are some commonly asked questions with regards to changes in Arnold 5. Although the syntax of the file format hasn't changed at all, .ass files generated with Arnold 4 may not render correctly with Arnold 5 and so should be avoided. Likewise, .ass files generated with Arnold 5 may not render correctly with Arnold 4. The sky shader is deprecated and will be removed from a future release. You should instead use the visibility settings in the Skydome Light. The camera visibility in the skydome light replaces the need for creating a sky shader and carefully setting its visibility attributes to avoid double counting. The Skydome light shows up in the indirect AOVs, not the direct. It can be changed to the direct light AOV by setting the light's AOV to "default" to place it in the default light group, or another name for some other light group.Where is the Standard shader?
Is the Standard Surface shader energy conserving?
Where is 'Refraction Roughness' in the Standard Surface shader?
Where is the specular GGX microfacet distribution?
How can I control the index of refraction for transparent materials?
How can I control Backlighting/Translucency in the Standard Surface shader?
IOR and Metalness appear to do the same thing. Why use one over the other?
Where is the Skin shader?
Where is the Hair shader?
Where have the UV parameters gone?
Where is the Volume Collector shader?
How can I use OSL shaders?
Where is the Shadow Catcher shader?
Why are there two versions of some shaders?
ASS Files
Sky Shader
Skydome Light
Why are there two versions of some shaders?
The mix, switch and ray_switch shaders have been split up into two shaders. One for switching between shaders and the other for switching between texture colors respectively.