The scenes on this page are to be used as a learning guide for the various components that make up Arnold. Some of the scenes are from some of the other tutorials here and therefore you should visit those tutorials for more information about the contents of the scenes. Feel free to explore the scenes and maybe try to re-create some of the renders on these pages.
Note that these scenes (R16) are for learning purposes and therefore contain the bare essentials required for learning C4DtoA. You may be required to use your own texture maps for some of the scenes.
You will need to increase the number of Diffuse samples to reduce Gi Diffuse noise in this interior scene. Note that the gamma in the above image has been adjusted.
This scene is based on the UserData Color tutorial. It contains three toy robot models in the studio lighting scene.
A collection of car studio lighting scenes that use Area lights representing large softbox lighting.
This scene is taken from the Studio lighting tutorial. This scene mimics a real world photographic studio lighting setup. It contains three area lights representing photographic soft box lighting.
The scene is lit with a spot light and volume scattering has been enabled. The leaves have opacity masks with backscattering enabled on their shader.
This scene is lit with Point lighting and Atmospheric Scattering. The characters have shaders with sub-surface scattering.
This is a simple scene demonstrating a bokeh lens effect using Arnold's camera depth of field.
This scene shows the effect that shutter offset (frame) has in relation to camera motion blur.
This scene shows the effect refraction ray depth has on a diamond model that requires many refraction rays to look convincing.
This scene contains many instanced standin toy soldier models. Also included is a basic room hdr map that needs to be connected to the Sky Dome Light.
This scene demonstrates the workflow required when rendering glass with liquid surfaces. It includes a refractive glass bowl and water surface. More information about this scene can be found in the 'Rendering Glass surfaces with Arnold' tutorial. Also included is a basic room hdr map that needs to be connected to the Sky.
This scene consists of a vector displacement map used to create a sea wave displacement effect. Also included is a sky HDR map that needs to be connected to the Sky.
More information about this scene can be found in the 'Rendering an Ocean with Displacement' tutorial.
This simple scene shows the effect of volume scattering through a window using a disk area light.
This scene contains an animated paint fx brush that has been converted to geometry and a mesh light. Play through the time slider to see the animation.