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
Quads are better when you're dealing with hi-res models. Quads make better results when smoothed or converted to SubDs. Triangles are to be avoided as much as possible for this reason when making hi-res projects.
In games, though, you DON'T smooth or convert to SubD, and game engines automatically triangulate models. However, it's usually a good idea to triangulate the model yourself in order to make sure the edge flow is as you want it.
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