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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Arnold vs OSL vs physical

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Message 1 of 9
teamSP26J
466 Views, 8 Replies

Arnold vs OSL vs physical

Hi, I am a bit confused with the use of Arnold specific vs 3ds max native maps.

When I want to see my materials in the viewport and have map previews in the SME I have to use Physical material with general or OSL maps. 

But when I want to go the Arnold way and use the .ass procedurals I will loose all this. I don't see anything in viewport and no map previews in SME.

 

Is there a complete list of: This is supported by arnold procedural ?
 Does arnold play nice with physical material with osl shaders? 

I am not sure. Do I have to go pure Arnold and loose all the viewport goodness or go physical with osl but have poor arnold performance in final render. Can you give me some clear instructions? 

8 REPLIES 8
Message 2 of 9
lee_griggs
in reply to: teamSP26J

Is it the Standard viewport that you are talking about? Is there a reason why you cant use Arnold in the viewport (Activeshade)?

lee_griggs_0-1702555093847.png

 

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 9
teamSP26J
in reply to: teamSP26J

Yes, active shade was crashing. But I know that I was using mix of arnold, general and osl maps. I think maybe it was due to compatibility with arnold causing it to crash with something like osl or gradient ramp maps? Not sure I never truly got to the real cause. 
So what you are saying is that when choosing to go full arnold route to use viewport with activeshade.

Message 4 of 9
CiroCardoso3v
in reply to: teamSP26J

Arnold Procedurals are designed to be a very efficient way to render. When you have to load the maps into memory to be seen in the viewport you are reducing the amount of memory, making the scene slower. The workflow is something like this: do some lookdev for the asset in question, once you are happy, export it as an ASS file and bring it back. At this stage, there is no need to see the bitmap in the viewport, because you already made the lookdev.

 

I know this isn't a solution, but is just for you to understand how Arnold works. Arnold was developed to be used in VFX. If you had to load just the albedo for all the assets in the camera, you wouldn't have enough memory to load the scene.

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

EESignature

Message 5 of 9
teamSP26J
in reply to: CiroCardoso3v

Thank you, I really appreciate having answers to these questions. I understand your point and it makes sense to me. I sometimes ask silly questions here but understanding them means a lot.

Message 6 of 9
lee_griggs
in reply to: teamSP26J

>Yes, active shade was crashing. But I know that I was using mix of arnold, general and osl maps.

 

Which Compatibility Mode are you using? Arnold Compliant renders only the Arnold nodes and ignores legacy maps.

 

Can you provide a log file the next time it crashes?

 

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 7 of 9
teamSP26J
in reply to: lee_griggs

I think I might have used general maps like gradient ramp. For some reason I just recently found out there is a ramp RGB map in arnold maps. I have been trying to get some usefull logs for you since some older forum post but they did not store any usefull information to resolve the issue. 

 

I think for now I will try to focus on using compatible maps and if I still get some crashes I will try to report them and get the logs. I am thankfull for your assistance and answers.

Message 8 of 9
lee_griggs
in reply to: teamSP26J

Np. You can increase the log verbosity with these settings:

lee_griggs_0-1703160331796.png

 

 

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 9 of 9
teamSP26J
in reply to: lee_griggs

I have been focusing on using just arnold maps or if needed OSL and got rid of general maps. So far I am having stable active shade with no crashes. Thank you for replies. 

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