ex, light through a window with the window shadows) Gobo - Let's you apply a texture to the light (f.Shaders for lights (Assign via the light Details tab) Indirect param to 0 if there are any fireflies.Photometric Light - based on Real Life Light distribution pattern (IES file).Distant Light - f.ex: Sun light (Coming from a window to an interior scene).Mesh light - to tranform meshes into lights, better than using an emitter shader since you get diffused rays.Soft edge - higher, more realistic lights.normalize - If on it controls intensity and shadows.width / height - Increase to get more diffuse and lower to get sharper shadows.Mip mapping - means that the texture is scaled and filtered in multiple resolutions before being applied. low light threshold - don't calculate when the light contribution is smaller than the treshold.Specular - How clear the reflections are, 2 should be the minimum.Diffuse - Makes the scene brighter at higher levels, shadows are brighter.How far and how many times a ray can bounce in our scene. Indirect Specular blur - increase to fix caustic noiseĬlamp sample values - might fix firefliesĭefault filter - averages sub pixels into one pixel color Transmission - Refractive/Transmissive, like a prism that refracts light Specular - Reflection, f.ex metal surfaces Use AOVs to compare changes in the sampling settingsĭiffuse - Global illumination, secondary rays To use both fog and atmosphere volume shader, use a mix_shader node in Add Mode.Invert image - Insert a ramp float after and invert the 2 points in the ramp.Add an Arnold Tag when rendering see-through objects (f.ex glass) and untick Opaque.When there's noise on shadows, increase Lights sample rate.Caustics - light that is reflected through transparent objects.Sub surface scattering - Simulates the effect of light entering an object and scattering itself on the surface.IOR - Index of Refraction - How much light rays will bend when they enter a medium.Alt + W - Opens context menu with actions Glossary