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This tutorial aims to demonstrate some of the workflows used to reduce render times when rendering tree leaves with Arnold. In this example, we are using a Maya Paint Effects scene that has been converted to polygons. However, these techniques can also be applied to other types of geometry that involve opacity maps.


The typical workflow for Opacity is to connect an alpha mask to the opacity attribute of a Standard Surface shader (remembering to switch off 'Opaque' in the Arnold attributes for the leaf geometry.


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Leaves with alpha map connected to Opacity attribute of Standard Surface shader