ArnoldOptions

Sets global scene options applicable to the Arnold renderer. Use the StandardOptions node to set global options applicable to all renderers.

user

Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.

out

The processed output scene.

enabled

The on/off state of the node. When it is off, the node outputs the input scene unchanged.

in

The input scene

options

The options to be applied - arbitrary numbers of user defined options may be added as children of this plug via the user interface, or using the CompoundDataPlug API via python.

options.bucketSize

Controls the size of the image buckets. The default size is 64x64 pixels. Bigger buckets will increase memory usage while smaller buckets may render slower as they need to perform redundant computations and filtering.

options.bucketScanning

Controls the order in which buckets are processed. A spiral pattern is the default.

options.parallelNodeInit

Enables Arnold’s parallel node initialization. Note that some Arnold features may not be thread-safe, in which case enabling this option can cause crashes. One such example is Cryptomatte and its use in the AlSurface shader.

options.threads

Specifies the number of threads Arnold is allowed to use. A value of 0 gives Arnold access to all available threads.

options.aaSamples

Controls the number of rays per pixel traced from the camera. The more samples, the better the quality of antialiasing, motion blur and depth of field. The actual number of rays per pixel is the square of the AA samples value - so a value of 3 means 9 rays are traced, 4 means 16 rays are traced and so on.

options.giDiffuseSamples

Controls the number of rays traced when computing indirect illumination (“bounce light”). The number of actual diffuse rays traced is the square of this number.

options.giSpecularSamples

Controls the number of rays traced when computing specular reflections. The number of actual specular rays traced is the square of this number.

options.giTransmissionSamples

Controls the number of rays traced when computing specular refractions. The number of actual transmitted specular rays traced is the square of this number.

options.giSSSSamples

Controls the number of rays traced when computing subsurface scattering. The number of actual subsurface rays traced is the square of this number.

options.giVolumeSamples

Controls the number of rays traced when computing indirect lighting for volumes. The number of actual rays traced is the square of this number. The volume ray depth must be increased from the default value of 0 before this setting is of use.

options.aaSeed

Seeds the randomness used when generating samples. By default this is set to the current frame number so that the pattern of sampling noise changes every frame. It can be locked to a particular value so that sampling noise does not change from frame to frame.

options.aaSampleClamp

Sets a maximum for the values of individual pixel samples. This can help reduce fireflies.

options.aaSampleClampAffectsAOVs

Applies the sample clamping settings to all RGB and RGBA AOVs, in addition to the beauty image.

options.indirectSampleClamp

Clamp fireflies resulting from indirect calculations. May cause problems with dulling highlights in reflections.

options.lowLightThreshold

Light paths with less energy than this will be discarded. This saves tracing shadow rays, but cuts off the light when it gets dim. Raising this improves performance, but makes the image potentially darker in some areas.

options.enableAdaptiveSampling

If adaptive sampling is enabled, Arnold will take a minimum of ( aaSamples * aaSamples ) samples per pixel, and will then take up to ( aaSamplesMax * aaSamplesMax ) samples per pixel, or until the remaining estimated noise gets lower than aaAdaptiveThreshold.

Note

Arnold’s adaptive sampling won’t do anything if aaSamples == 1 : you need to set aaSamples to at least 2.

options.aaSamplesMax

The maximum sampling rate during adaptive sampling. Like aaSamples, this value is squared. So aaSamplesMax == 6 means up to 36 samples per pixel.

options.aaAdaptiveThreshold

How much leftover noise is acceptable when terminating adaptive sampling. Higher values accept more noise, lower values keep rendering longer to achieve smaller amounts of noise.

options.enableProgressiveRender

Enables progressive rendering, with a series of coarse low-resolution renders followed by a full quality render updated continuously.

options.progressiveMinAASamples

Controls the coarseness of the first low resolution pass of interactive rendering. A value of -4 starts with 16x16 pixel blocks, -3 gives 8x8 blocks, -2 gives 4x4, -1 gives 2x2 and 0 disables the low resolution passes completely.

options.giTotalDepth

The maximum depth of any ray (Diffuse + Specular + Transmission + Volume).

options.giDiffuseDepth

Controls the number of ray bounces when computing indirect illumination (“bounce light”).

options.giSpecularDepth

Controls the number of ray bounces when computing specular reflections.

options.giTransmissionDepth

Controls the number of ray bounces when computing specular refractions.

options.giVolumeDepth

Controls the number of ray bounces when computing indirect lighting on volumes.

options.autoTransparencyDepth

The number of allowable transparent layers - after this the last object will be treated as opaque.

options.maxSubdivisions

A global override for the maximum polymesh.subdiv_iterations.

options.subdivDicingCamera

If specified, adaptive subdivision will be performed relative to this camera, instead of the render camera.

options.subdivFrustumCulling

Disable subdivision of polygons outside the camera frustum. ( Uses dicing camera if one has been set ). Saves performance, at the cost of inaccurate reflections and shadows.

options.subdivFrustumPadding

When using subdivFrustumCulling, adds a world space bound around the frustum where subdivision still occurs. Can be used to improve shadows, reflections, and objects the motion blur into frame.

options.textureMaxMemoryMB

The maximum amount of memory to use for caching textures. Tiles are loaded on demand and cached, and when the memory limit is reached the least recently used tiles are discarded to make room for more. Measured in megabytes.

options.texturePerFileStats

Turns on detailed statistics output for each individual texture file used.

options.textureMaxSharpen

Controls the sharpness of texture lookups, providing a tradeoff between sharpness and the amount of texture data loaded. If textures appear too blurry, then the value should be increased to add sharpness.

The theoretical optimum value is to match the number of AA samples, but in practice the improvement in sharpness this brings often doesn’t justify the increased render time and memory usage.

options.ignoreTextures

Ignores all file textures, rendering as if they were all white.

options.ignoreShaders

Ignores all shaders, rendering as a simple facing ratio shader instead.

options.ignoreAtmosphere

Ignores all atmosphere shaders.

options.ignoreLights

Ignores all lights.

options.ignoreShadows

Skips all shadow calculations.

options.ignoreSubdivision

Treats all subdivision surfaces as simple polygon meshes instead.

options.ignoreDisplacement

Ignores all displacement shaders.

options.ignoreBump

Ignores all bump mapping.

options.ignoreMotionBlur

Ignores motion blur. Note that the turn off motion blur completely, it is more efficient to use the motion blur controls in the StandardOptions node.

options.ignoreSSS

Disables all subsurface scattering.

options.textureSearchPath

The locations used to search for texture files.

options.proceduralSearchPath

The locations used to search for procedural DSOs.

options.pluginSearchPath

The locations used to search for shaders and other plugins.

options.abortOnError

Aborts the render if an error is encountered.

options.errorColorBadTexture

The colour to display if an attempt is made to use a bad or non-existent texture.

options.errorColorBadPixel

The colour to display for a pixel where a NaN is encountered.

options.errorColorBadShader

The colour to display if a problem occurs in a shader.

options.logFileName

The name of a log file which Arnold will generate while rendering.

options.logMaxWarnings

The maximum number of warnings that will be reported.

options.logInfo

Whether or not information messages are included in the log output.

options.logWarnings

Whether or not warning messages are included in the log output.

options.logErrors

Whether or not error messages are included in the log output.

options.logDebug

Whether or not debug messages are included in the log output.

options.logAssParse

Whether or not ass parsing is included in the log output.

options.logPlugins

Whether or not plugin loading is included in the log output.

options.logProgress

Whether or not progress messages are included in the log output.

options.logNAN

Whether or not pixels with NaNs are included in the log output.

options.logTimestamp

Whether or not timestamp prefixes are included in the log output.

options.logStats

Whether or not statistics are included in the log output.

options.logBacktrace

Whether or not stack backtraces from crashes are included in the log output.

options.logMemory

Whether or not memory usage prefixes are included in the log output.

options.logColor

Whether or not coloured messages are included in the log output.

options.consoleInfo

Whether or not information messages are included in the console output.

options.consoleWarnings

Whether or not warning messages are included in the console output.

options.consoleErrors

Whether or not error messages are included in the console output.

options.consoleDebug

Whether or not debug messages are included in the console output.

options.consoleAssParse

Whether or not ass parsing is included in the console output.

options.consolePlugins

Whether or not plugin loading is included in the console output.

options.consoleProgress

Whether or not progress messages are included in the console output.

options.consoleNAN

Whether or not pixels with NaNs are included in the console output.

options.consoleTimestamp

Whether or not timestamp prefixes are included in the console output.

options.consoleStats

Whether or not statistics are included in the console output.

options.consoleBacktrace

Whether or not stack backtraces from crashes are included in the console output.

options.consoleMemory

Whether or not memory usage prefixes are included in the console output.

options.consoleColor

Whether or not coloured messages are included in the console output.

options.statisticsFileName

The name of a statistics file where Arnold will store structured JSON statistics.

options.profileFileName

The name of a profile json file where Arnold will store a detailed node performance graph. Use chrome://tracing to view the profile.

options.abortOnLicenseFail

Aborts the render if a license is not available, instead of rendering with a watermark.

options.skipLicenseCheck

Skips the check for a license, always rendering with a watermark.

options.renderDevice

Can be used to put Arnold in GPU rendering mode, using your graphics card instead of CPU. This is currently a beta with limited stability, and missing support for OSL and volumes.

options.gpuMaxTextureResolution

If non-zero, this will omit the high resolution mipmaps when in GPU mode, to avoid running out of GPU memory.

extraOptions

An additional set of options to be added. Arbitrary numbers of options may be specified within a single IECore.CompoundObject, where each key/value pair in the object defines an option. This is convenient when using an expression to define the options and the option count might be dynamic. It can also be used to create options whose type cannot be handled by the options CompoundDataPlug.

If the same option is defined by both the options and the extraOptions plugs, then the value from the extraOptions is taken.