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Arnold gpu render maya
Today, Autodesk officially released exciting new updates to Arnold and Maya. Autodesk Arnold, the default renderer for 3D animation software Maya and 3ds Max, now uses RTX-accelerated ray tracing and AI-powered denoising for lightning fast interactivity and massive speed ups in final frame renders. Supported by a new NVIDIA Studio Driver, released today, rendering in Arnold with NVIDIA RTX GPUs is multiple times faster than high end desktop CPUs. Image courtesy of Lee Griggs “Rendering workloads continue to grow as content providers strive to meet rising audience expectations for content quality. Speed and interactivity have become more crucial than ever to the creative process. Arnold 6 delivers performance gains that will help lighten the load with the same high-quality render results that the CPU renderer is known for,” said Chris Vienneau, Senior Director, Media & Entertainment Products, Autodesk. “We’ve worked closely with NVIDIA to optimize Arnold GPU to run on the latest RTX GPUs and RTX Server, and we’re excited to get this latest update into the hands of new and existing Arnold customers.” Image courtesy of Autodesk Autodesk Maya 2020, one of the most recognizable applications for 3D animation and visual effects, is now also available with some exciting new GPU-accelerated features:
- GPU caching of ncloth and nparticles enables smooth, real-time playback of animations without the need for playblasts or skipped frames.
- New Proximity Wrap deformer joins a family of GPU-accelerated deformers to make it simpler to model deformations in materials such as cloth and muscle systems.
- Includes Arnold GPU to enable the fastest interactive and final frame rendering possible.
To enable RTX accelerated ray tracing in Arnold GPU and Maya 2020:
- From the top menu, select “Window” > “Rendering editors” > “Render Settings”
- In the Render Settings window, select the “System” tab
- In the Render device field, select “GPU”
To turn on AI denoising for fast interactive rendering:
- In the Render Settings window, select the AOVs tab
- Expand the “OptiX Denoiser” section and check the box “Denoise beauty AOV”
- To switch between beauty and a denoised render:
- Start the render by clicking on the red play button in the Arnold Renderview
- Click on the drop down menu in the Arnold RenderView and select “RGBA_denoise” (denoise won’t appear unless you’ve started the render)
In addition, this Studio Driver supports Unreal Engine 4.24, released this week. This update adds a significant amount of data prep tools to UE4, including Datasmith, Visual Dataprep, and support for Universal Scene Description (USD) making it easier and quicker for artists to bring datasets into UE4.
Learn more about how NVIDIA GPUs accelerate content creation and our new RTX Studio laptops, then download the latest Studio Driver and provide us your feedback on the NVIDIA forums.
Getting Started with Arnold GPU on iRender Service
Arnold is a ray-tracing renderer program from Autodesk for calculating three-dimensional, computer-generated scenes and has become one of the most widely used rendering programs in professional film production worldwide in recent years. Over 300 leading studios and production houses use Arnold as their standard renderer. Autodesk Arnold is part of Autodesk Maya and Autodesk 3ds Max as an interactive renderer. From version 6 Arnold is able to use the CPU and GPU for its renderings. Plug-ins are available for the following programs: Maya, 3ds Max, Houdini, Cinema 4D, Katana and Softimage. In today’s article, let’s learn some general settings to get started with Arnold GPU rendering.
Supported Features and Known Limitations
arnoldrenderer.com
- Arnold GPU supports complex shading networks, SSS, hair, atmospherics, instancing, and procedurals.
- With the same settings, GPU renders will currently be noisier than CPU renders since GPU renders are “non-splitting” (i.e. one path per camera/AA sample). Accordingly, to achieve equivalent noise the AA sample count will need to be increased in GPU renders. Adaptive rendering is fully supported.
- standard_surface, standard_hair, and standard_volume are supported, with some limitations (see the table below).
- OSL is supported, with some limitations currently (see below).
- OpenVDB volumes are supported, with some limitations currently (see below).
- Volume displacement is supported, with some limitations currently (see below).
- Filename attribute tags are supported. Mipmap bias is not supported.
- Light linking is not supported on volumes.
- Limited AOV support.
- Trace sets are not supported.
- Custom procedurals, drivers, color managers are supported.
- Custom shaders, cameras, filters, BSDFs are not supported.
- Noice is not supported with Arnold GPU renders (because the variance filter is not supported on Arnold GPU)
System requirement — Arnold GPU
From version 6 onwards you are able to switch between CPU and GPU rendering. Arnold is optimised for NVIDIA RTX series graphics cards with CUDA cores. Take advantage of the new technology to improve your rendering performance. We can recommend the following graphics cards for optimal rendering results: NVIDIA Quadro RTX 4000 with 8GB DDR6 VRAM, NVIDIA Quadro RTX5000 with Cuda cores, NVIDIA Quadro RTX6000 with 24GB VRAM. NVIDIA Geforce series graphics cards, the RTX3060, RTX3070, RTX3080 and RTX3090 models demonstrate their power in Arnold 6 in particular by combining RTX-accelerated rendering and GPU-accelerated AI denoising for fast, interactive rendering. The result is noise-free images with very high fidelity. RTX graphics cards are almost twice as fast compared to NVIDIA’s Pascal series graphics cards.
Arnold GPU works on NVIDIA GPUs of the Ampere, Turing, Volta, Pascal, and Maxwell architectures. Multiple GPUs will improve performance, and NVLink can be used to connect multiple GPUs of the same architecture to share memory.
In general, Arnold is going to work on pretty much any 64-bit system where Houdini, Maya, Cinema 4D, 3ds Max, or Katana works. However, there are some minimum requirements:
- Windows 10 or later, with the Visual Studio 2019 redistributable.
- Linux with at least glibc 2.17 and libstdc++ 4.8.5 (gcc 4.8.5). This is equivalent to RHEL/CentOS 7.
- macOS 10.13 or later.
- CPUs need to support the SSE4.1 instruction set. Apple Mac models with M series chips are supported under Rosetta 2 mode.
- GPU rendering works on Windows and Linux only and requires an NVIDIA GPU of the Ampere, Turing, Volta, Pascal, or Maxwell architecture.
- Optix™ denoiser requires an NVidia GPU with CUDA™ Compute Capability 5.0 and above.
General setting
Pre-populating the GPU cache
The very first time you render with the GPU, the GPU renderer has to create a cache of shaders. This can delay the time to first pixel for your first render.
To avoid the one-time delay, we recommend that you run Pre-Populate GPU Cache before you do any renders. Note that pre-populating the cache can take up to 15 minutes.
The cache only needs to be re-populated after installing a new Arnold version, updating to a new NVIDIA driver, or changing the hardware configuration of GPUs on the system.
Selecting a Render Device
You can easily switch between CPU and GPU with a single click in the Render Settings > System.
Matching Noise on CPU and GPU
Matching noise can take a little experimentation because Arnold GPU uses Camera (AA) sampling only. You should also use Adaptive sampling. Here are some guidelines:
- Set the Max. Camera (AA) in the range of 30 to 50 (depending on the scene, you might go closer to 100). In general, the max samples should be a large value. A large max samples means that the quality is controlled by the noise falling under the threshold, instead of by clamping to the max AA.
- Set the Adaptive Threshold to something like 0.015 or 0.02. For a noise-free render, lower the threshold value, maybe even as far as 0.010.
- Set the Camera (AA) samples to around 3 or 4. One of the few reasons to go higher with AA is for motion blur. The higher the number of Camera (AA) samples, the less of a speedup you’ll get from adaptive sampling.
Get your own remote workstation with iRender service!
With the mentioned configuration requirements, you can consider investing in yourself a workstation to work effectively with Arnold projects. Or another economical and effective option is to use iRender’s cloud rendering service. You will immediately have yourself a workstation with a powerful configuration from 1 to 8 GPU RTX3090, your working environment will be saved and ready to use whenever you need it.
To simplify, we provide the servers and you will access the server you want via Remote Desktop. When you access, it is just like a new and blank computer so you have to install the software and plugins you need just one time and they will be saved and ready to use anytime.
iRender high-end hardware configuration
- Offering the most powerful graphic card currently, RTX 3090. The servers range from Single and Multi-GPU servers: 1/2/4/6/8 x RTX 3090 with 24 GB vRAM capacity, fitting to the heaviest images and scenes. NVLink/SLI requested for bigger vRAM.
- A RAM capacity of 128/256 GB.
- Storage (NVMe SSD): 512GB/1TB.
- Intel Xeon W-2245 or AMD Ryzen Threadripper Pro 3955WX CPU with a high clock speed of 3.90GHz.
- Additionally, iRender provides NVLink (Request) which will help you increase the amount of VRAM to 48GB. This is a technology co-developed by Nvidia and IBM with the aim of expanding the data bandwidth between the GPU and CPU 5 to 12 times faster than the PCI Express interface. These servers are sure to satisfy Arnold artists/ studios with very complex and large scenes.
Below are our Multi-GPU server package with one of the best GPU and CPU in the market.
Maya Arnold: Revolutionizing Rendering Technology
The development of new rendering software and technology has helped digital designers combine lighting, textures, and solids to create realistic content for all purposes, from marketing and movies to artwork. In this sense, high-quality renderings have allowed the animated film industry to turn complex 3D models into lifelike images that create greater engagement among all audiences.
In this article, we provide an introduction to the Maya Arnold renderer, explaining its capabilities as a physically-based renderer and helping you determine if your workstation can handle its powerful texture, lighting, and shading features.
Maya Arnold’s Origins
Maya Arnold was first conceived in Spain and coded by Marcos Fajardo, who co-developed it in collaboration with Sony Pictures Imageworks. Years after its creation, the well-known company Autodesk acquired the Arnold renderer in 2016. Since then, the software tool has evolved to function with different render engines and CAD software.
Understanding Maya Arnold Rendering
Arnold is a physically-based, photo-realistic rendering tool that utilizes ray tracing techniques to produce high-quality renders for CG and VFX animation. Prior to the launch of Arnold, most render engines relied on scanline-based rendering methods to generate their images and animations. Ray tracing, on the other hand, is a mathematical algorithm (based on the Monte Carlo Path Tracing equation) that creates an image by projecting rays into a scene, reflecting them off surfaces and toward light sources to approximate the color value of pixels. Arnold utilizes computer hardware resources such as memory, multiple processor cores, and disk space to accomplish these tasks. Without Arnold, Maya was only capable of utilizing a single processor core at a time. This is why Arnold stands out as one of the fastest rendering tools available.
Arnold was designed with customization and adaptability in mind. Users have the ability to create new shaders and cameras, output new driver nodes, and redefine geometric data. Due to its capabilities, Arnold quickly became the preferred rendering option for animation and visual effects. Additionally, Arnold can function as a server for traditional scanline renders, as a generative tool for video game lightmaps, and as an interactive rendering solution.
Regarded as one of the most efficient render engines, Arnold excels at rendering complex 3D models while streamlining the pipeline and maintaining a user-friendly environment. It can analyze render passes and provide users with feedback that enables them to enhance the final outcome of the render.
CAD Software Compatible with Maya Arnold
Arnold is a cross-platform rendering library, which means it can also function outside the Autodesk environment. The software compatible with Arnold includes Maya, 3ds Max, Cinema 4D, Houdini, and Katana.
System Requirements for Maya Arnold
Maya Arnold was designed with special hardware and software requirements for optimal performance. Since it utilizes both the CPU and GPU simultaneously during rendering, the render engine involves intensive work that not all standard personal computers can handle. Therefore, Autodesk has recommended the following system requirements to ensure proper functionality of Arnold with Maya.
- Windows 10 or later, with the Visual Studio 2019 redistributable
- Linux with at least glibc 2.17 and libstdc++ 4.8.5 (gcc 4.8.5); this is equivalent to RHEL/CentOS 7
- macOS 10.13 or later
- CPUs need to support the SSE4.1 instruction set
- Arnold natively supports running under Apple M series CPUs, such as the M1 CPUs
- GPU rendering works on Windows and Linux only and requires a NVIDIA GPU of the Ada, Ampere, Turing, Volta, Pascal, or Maxwell architecture
- OptiX Denoiser requires a NVIDIA GPU with CUDA Compute Capability 5.0 and above
Above all, Arnold rendering requires that all CPU processors being used are capable of supporting the SSE4.1 instruction set. Users can determine if their CPU meets this requirement by referring to the technical specifications provided by the CPU manufacturer.
How Does Arnold Integrate with Autodesk Maya?
The Arnold plugin is automatically included when purchasing Autodesk Maya, and it comes as a default installation via the mtoa.mll plugin. In other words, Arnold is the default render engine in Maya. While users have the option to disable Arnold during the installation process, it’s not recommended to do so. Arnold’s physically-based design allows for the simulation of lifelike light propagation in materials, textures, lights, and shadows. Common render engines are unable to replicate this capability, as they do not operate based on Monte Carlo equations. Therefore, if a user chooses to exclude the installation of the Arnold plugin in Maya, they will not achieve the same high-quality rendering results.
Benefits of Using Maya Arnold for Rendering in Maya
Being physically-based, Maya Arnold allows animation artists to input plausible values for intensity and scale in order to set up lighting scenes. This approach leads to better modeling and consistent results. In other words, Arnold enables the creation of scenes that closely resemble actual photographic scenes. Additionally, Arnold provides high-quality tools for character creation, including unique shaders for photo-realistic hair, skin, faces, eyes, shapes, and more. Moreover, here are some of the remarkable rendering features that Maya Arnold offers.
- Surface and material specialization
- Interactive looks with texturable geometric lights
- High-speed rendering
- User-friendly interface with simple and intuitive settings
- Advanced volumetric rendering with Maya Fluids
- OSL support
- Stability
- Deep EXR
- Rendering of curves
Revolutionize Design and Animation with Maya Arnold
Maya Arnold, along with its ray-tracing rendering technology, has revolutionized computerized design and the animated film industry by providing an innovative and efficient way to produce photo-realistic images. Although Autodesk was not the company that originally developed Arnold, the integration of this render engine into Maya’s software has resulted in a user-friendly and customizable product. The texture, lighting, and shading capabilities of Maya Arnold have positioned it as the preferred rendering option for animation and visual effects.