@Lee Griggs - There are several things that we could use some assistance on - most we would be able to manage on our own but, having some specific on-site help for a few days/week would allow us to keep up with our production schedule and condense the learning curve. A few problems we have had are:
1. optimizing the render settings to get a quality result at a decent render time and automating the denoising process.
2. We’ve also encountered a number of issues using the compact material editor vs slate material editor with the new Arnold materials. The new mix shader has been particularly troublesome and seems to lose input shaders when the program is closed.
3. We render mostly parts created from engineering files and imported into 3ds max. Initially, these models re-scaled in the conversion process unknowingly, and as a result, our scenes are not to real-world scale. This has made learning/getting support a bit more difficult because our scale values are out of whack.
4. With our current production schedule, it would be incredibly hard to have all of our designers simply pick up the changes on their own while also coordinating with one another. Having some form of specific, bespoke training that could help speed up the transition would be incredibly valuable as we wear many hats here and have limited time to spend on rendering R&D.
@Mads Drøschler - to be clear, we have our pipeline set up, but the bottleneck is transitioning from a library of about 3000 parts to a new renderer with new materials. I went through this once before when using Splutterfish Brazil and I just seem to have terrible luck when choosing rendering engines. That said, I will send you an email to discuss further.
Thank you both for responding.
Mike