This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
my definitions probably aren't technically accurate, but I generally define it as Material + Texture(s) = Shader.
So, with that in mind, the entire connected nodes in the Hypershade (materials, textures, utilities, etc) that creates an effect I define as a Shader or Shading Group.
The material nodes (Lambert, Blinn, etc) are what I refer to as materials.
That's just me, though. But it works to keep it straight in my head when I explain it to others.
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