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Subscribing to Arnold is flexible and cost-effective. You can:
Arnold software is an advanced Monte Carlo ray tracing renderer that helps you work more efficiently.
Arnold GPU public beta
A beta version of Arnold GPU allows users to switch seamlessly between CPU and GPU rendering.
High-performance ray-traced subsurface scattering eliminates the need to tune point clouds.
Hair and fur
Memory-efficient ray-traced curve primitives help you create complex fur and hair renders.
3D motion blur interacts with shadows, volumes, indirect lighting, reflection, or refraction. Deformation motion blur and rotational motion are also supported.
The volumetric rendering system in Arnold can render effects such as smoke, clouds, fog, pyroclastic flow, and fire.
Arnold can more efficiently ray trace instances of many scene objects with transformation and material overrides.
Subdivision and displacement
Arnold supports Catmull-Clark subdivision surfaces.
Arnold now features support for Open Shading Language (OSL), an advanced shading language for Global Illumination renderers.
Light Path Expressions
LPEs give you power and flexibility to create Arbitrary Output Variables to help meet the needs of production.
Adaptive sampling gives users another means of tuning images, allowing them to reduce render times without jeopardizing final image quality.
An advanced Toon shader is part of a non-photorealistic solution provided in combination with the Contour Filter.
Two denoising solutions in Arnold offer flexibility by allowing users to use much lower-quality sampling settings.
Flexible and extensible API
Integrate Arnold in external applications and create custom shaders, cameras, light filters, and output drivers.
Stand-alone command-line renderer
Arnold has a native scene description format stored in human-readable text files. Easily edit, read, and write these files via the C/Python API.
Standard Surface shader
This energy-saving, physically based uber shader helps produce a wide range of materials and looks.
Standard Hair shader
This physically based shader is built to render hair and fur, based on the d'Eon and Zinke models for specular and diffuse shading.
A native Alembic procedural allows users to render Alembic files directly without any translation.
Profiling API and structured statistics
An extensive set of tools allow users to more easily identify performance issues and optimize rendering processes.
Material assignments and overrides
Operators make it possible to override any part of a scene at render time and enable support for open standard framework such as MaterialX.
Create ID mattes automatically with support for motion blur, transparency, and depth of field.
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