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 are for learning purposes and therefore contain the bare essentials required for learning MtoA. 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 taken from the Ai 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.
This scene contains paint fx elements converted to polygons. 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. The paint fx have animated turbulence enabled.
This scene is lit with Point lighting and Volume Scattering. The characters have shaders with sub-surface scattering.
This scene contains an nParticle emitter. The camera in the scene has depth of field enabled with varying depth of field attributes setup as different render layers. An animation of the scene can be found here.
This scene contains a particle instancer that is being driven by an nParticle emitter. The particle instancer has three different colored balloons attached to it.
This is a simple scene demonstrating various bokeh lens effects 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. More information can be found in this tutorial. Also included is a basic room HDR map that needs to be connected to the Ai Sky Dome Light.
This scene demonstrates the workflow required when rendering glass with liquid surfaces. It includes a refractive glass bowl and water surface. This scene is taken from
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 Ai Sky. More information can be found in this 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.
This scene demonstrates the use of override sets to render a scene containing many curves. This scene represents a corn field that contains many paint fx strokes that have been converted to curves (the scene also contains the original paint fx strokes and geometry which are also animated).
This scene contains a lightsaber lit using a cylinder light in combination with volumetric scattering. The scene contains various render layers demonstrating the various attributes of the cylinder light.