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
I typically don't, unless I need to for some reason. For instance, in Unreal, naming shading groups skin00, skin01, skin02, etc maintains the order for material IDs which is important.
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