An unofficial Blender add-on for Autodesk's Arnold render engine.

Related tags

GraphQLbtoa
Overview

Arnold for Blender

Arnold for Blender (or BtoA) provides a bridge to the Arnold renderer from within Blender's standard interface. BtoA is an unofficial Blender add-on and is not affiliated with Autodesk or Arnold.

Features

Geometry & Objects
Cameras
Mesh objects
Curves
Fonts

Lights
Point light
Distant light
Spot light
Quad light
Disk light
Cylinder light

Surface Shaders
Ambient occlusion
Car paint
Flat
Lambert
Matte
Shadow matte
Standard surface
Wireframe

Texture Shaders
Cell noise
Checkerboard
Image

Color Shaders
Color correct

Utility Shaders
UV projection
Coordinate space (convenience node)

UI Elements
Arnold-dedicated material node editor
Render images to Render Result window (but no viewport rendering yet)

Documentation

For installation instructions, visit the project wiki. Whether or not you're new to Arnold, the Arnold documentation should answer most of your Arnold-specific questions. We're working on documentation for BtoA, including additional wiki pages and YouTube tutorials.

Downloads

Arnold for Blender (BtoA 0.2.0-alpha) is available for Windows, macOS, and Linux. Go to the downloads page.

Support

Arnold for Blender (BtoA) is not affiliated with or supported by Autodesk or Arnold. For bug reports, please open a new issue on the issue tracker - do not open issues for support questions. Instead, we recommend joining the discussion on the BlenderArtist forums.

Community

The best way to engage with the BtoA community is to join the Arnold for Blender Discord server.

Requirements & Platforms

  • Compatible with Blender 2.83 LTS or above
  • Requires Arnold SDK 6.0.4.0 or above

Example renders

Comments
  • Cant load the plugin Blender 2.93 (alpha)

    Cant load the plugin Blender 2.93 (alpha)

    Heres the info ::

    Traceback (most recent call last): File "/home/giorgio/blender-2.93.0-af940c68cbed-linux64/2.93/scripts/modules/addon_utils.py", line 382, in enable mod.register() File "/home/giorgio/.config/blender/2.93/scripts/addons/btoa/init.py", line 14, in register from . import props File "/home/giorgio/.config/blender/2.93/scripts/addons/btoa/props/init.py", line 2, in from . import light File "/home/giorgio/.config/blender/2.93/scripts/addons/btoa/props/light.py", line 7, in from .. import btoa File "/home/giorgio/.config/blender/2.93/scripts/addons/btoa/btoa/init.py", line 1, in from .bridge import * File "/home/giorgio/.config/blender/2.93/scripts/addons/btoa/btoa/bridge.py", line 11, in from arnold import * ModuleNotFoundError: No module named 'arnold'

    duplicate 
    opened by GiorgioAdolfo 10
  • Surface Shader Wrong Default Opacity Value

    Surface Shader Wrong Default Opacity Value

    Blender v2.92.1 BtoA Feature/Nodes Branch v0.0.5 Arnold SDK 6.1.0 Windows 10 2004

    blender_tvPVgafDoc

    This value is set to 0.906332 by default when new material created or shader node added in the node editor. I believe it should be 1.

    bug 
    opened by AlexeyAdamitsky 8
  • World Materials Issue

    World Materials Issue

    This is a new issue. I believe it was introduced very recently.

    When you go to setup world materials now any material reference the same shading setup.

    https://user-images.githubusercontent.com/64398828/178494331-cd16c9e1-6ea1-4430-b8a3-3808af012916.mp4

    BtoA version: Dev Brunch f034f2b Blender version: 3.2.1

    System Information Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65

    bug needs qa 
    opened by AlexeyAdamitsky 5
  • Add a way to log to a file

    Add a way to log to a file

    We can configure Arnold to log to a file as well as the console. This would be huge for debugging and crashes.

    See a simple example here: https://docs.arnoldrenderer.com/display/A5ARP/Creating+and+Rendering+a+Scene

    enhancement needs qa 
    opened by osiriswrecks 5
  • Improve Missing Texture Error Handling

    Improve Missing Texture Error Handling

    The issue is more about UX. Currently, there is no easy way knowing why Arnold won't run if a texture is missing. The renderer just won't run. This definitely can cause frustration and false bug reports.

    Currently the only way, as far as I know, to know why render won't run because of missing textures is to use console to look for the error: image

    I suggest we use Blender's usual way of handling messages and notify the user with error message in the status bar: “Missing textures. Arnold render cancelled.”

    enhancement 
    opened by AlexeyAdamitsky 5
  • Lights: Issue When Light is Viewed On Camera

    Lights: Issue When Light is Viewed On Camera

    Blender 2.92 BtoA RC3 Branch d4a1ca0 Arnold SDK 6.1.0 Windows 10 2004

    When previewing lights with Visibility Camera enabled the Roundness and Soft Edge isn't visible when viewed directly. It's only visible in reflections with correct settings. I don't believe it's an expected behavior.

    The lights in the scene are instances of the same light. Light 1 is the reflection of the light. Light 2 is the light that is faced to the camera. The light 2 should be the same as light 1. image

    Have a look at the attached scene file. Arnold_Test_Scene_Lights_Check.zip

    triage 
    opened by AlexeyAdamitsky 5
  • Camera: DOF - Zero Focus Distance Crashes Render

    Camera: DOF - Zero Focus Distance Crashes Render

    Blender 2.92 BtoA RC3 Branch 2a1b41d Arnold SDK 6.1.0 Windows 10 2004

    If you set Focus Distance to 0 (1) while Aperture Size is anything than 0 (2) render won't start. image

    bug question 
    opened by AlexeyAdamitsky 5
  • Materials Assignment Bug Produces Transparent Renders

    Materials Assignment Bug Produces Transparent Renders

    Blender 2.92 BtoA Dev Branch e5dd725 Arnold SDK 6.1.0 Windows 10 2004

    I've been experiencing a bug with materials assignment that produces transparent renders. It has been happening for a while now but I couldn't spot why it's happening. Seems a bit random to me but I'm sure it's not.

    Here is a scene created from scratch. Once the scene is ready I assign and setup some basic materials. image

    With the first render we see the bug. The background (2) and the pedestal (1) are rendered as transparent objects or aren't rendered at all I'm not sure what is happening here. image

    Only changing the names of objects that generates issues to anything else helps to solve the issue. image

    Now scene renders as expected. image

    I attached the scene with the issue described above. To see how issue I'm experiencing with transparent objects you need to remove .BUG (including dot) in the names of two objects I mentioned above: Arnold_Test_Scene.zip

    bug needs qa 
    opened by AlexeyAdamitsky 5
  • renderer won't load in blender 3.0

    renderer won't load in blender 3.0

    hi hi! windows user here and I was trying to get this addon to load on blender 3.0. after unzipping the SDK files into a specific folder and installing the addon, i pointed the arnold root folder setting to the directory where i installed the SDK files but nothing happened. i got no errors but also was not getting the Arnold renderer as an option in the project render settings.

    in my inexperience, i tried to point the folder to the bin folder where i started to get errors and could not for the life of me figure out how to reset the setting to point it to the root of the directory. now every time i try to disable/enable the addon i get the following:

    Read prefs: C:\Users\cateresis\AppData\Roaming\Blender Foundation\Blender\3.0\config\userpref.blend
    No Arnold installation found. Settings from preferences: D:\Programs\Blender
    Traceback (most recent call last):
      File "C:\Users\cateresis\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\btoa\addon_preferences.py", line 13, in refresh_addon
        bpy.ops.script.reload()
      File "D:\Programs\Blender\3.0\scripts\modules\bpy\ops.py", line 126, in __call__
        _BPyOpsSubModOp._view_layer_update(context)
      File "D:\Programs\Blender\3.0\scripts\modules\bpy\ops.py", line 88, in _view_layer_update
        view_layer = context.view_layer
    AttributeError: '_RestrictContext' object has no attribute 'view_layer'
    File "C:\Users\cateresis\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\btoa\addon_preferences.py", line 10, in refresh_addon
    No custom OCIO config found, using default Filmic...
    Exception in module register(): C:\Users\cateresis\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\btoa\__init__.py
    Traceback (most recent call last):
      File "D:\Programs\Blender\3.0\scripts\modules\addon_utils.py", line 387, in enable
        mod.register()
      File "C:\Users\cateresis\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\btoa\__init__.py", line 22, in register
        aienv.configure_plugins()
      File "C:\Users\cateresis\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\btoa\environ.py", line 63, in configure_plugins
        presets_root = bpy.utils.user_resource('SCRIPTS', "presets")
    TypeError: user_resource() takes 1 positional argument but 2 were given
    
    bug 
    opened by eballeste 4
  • IPR sometimes crashes if skydome isn't initialized first

    IPR sometimes crashes if skydome isn't initialized first

    Blender 2.93.6 Arnold SDK 6.2.1.1 Dev Branch 0b29840 Related to #135

    Blender crashing when running IPR. Using basic scene with CPU rendering.

    https://user-images.githubusercontent.com/64398828/143066785-d22596f6-fa52-4d09-93b5-3bb70d4daaf9.mp4

    vST8wlfs0a ynAlfZxbjH

    File for testing. Arnold_IPR_Testing.zip

    bug needs qa 
    opened by AlexeyAdamitsky 4
  • Camera: Final Render and Render Region Produces Artefacts

    Camera: Final Render and Render Region Produces Artefacts

    Blender 2.92 BtoA Dev Branch bd1cdc2 Arnold SDK 6.1.0 Windows 10 2004

    Placement of the render region seems to be correct. Yet it produces artifacts on the right side of the region: blender_15433YrWt1

    Test scene: Arnold_Test_Scene_Camera_Render_Region_GPU.zip

    needs qa 
    opened by AlexeyAdamitsky 4
  • Node Request: Vector

    Node Request: Vector

    Similar to Float value node we need Vector node to drive vector input sockets. Especially needed for texture nodes to control Scale, Rotate and Offset parameters.

    image

    The default value at 0 with no min/max.

    Controls like in this node only for all 3 the fields. blender_Ivvqi0FHod

    opened by AlexeyAdamitsky 0
  • Node Request: Triplanar

    Node Request: Triplanar

    Let's add the Triplanar node. We're currently missing it.

    https://user-images.githubusercontent.com/64398828/188492384-32baaa63-aa0c-4b1f-91e3-5a93470ca637.mp4

    My node design might be a little bit too ambitious considering how Blender UI works.

    If it's too much to request this level of interactivity let's settle down on this design then. No interactive design.

    image

    Output RGB color data.

    Coordinate Space Available options: World, Object (Default), Perf

    Input Per Axis This is off by default. Meaning while this is off only first Input X will account for all directions. When on each direction will project separate texture.

    Flip Direction On by default.

    Blend Float. Default is 0.1. Hard min 0. Hard max 1.

    Input X/Y/Z RGB color data. The default is white (1.1.1). I was thinking of making defaults red (1.0.0), green (0.1.0), blue (0.0.1) for X, Y, Z inputs. The reason is it's easier for new users to grasp what this node does by default. But I'm not 100% sure on this decision since the Input Per Axis option needs to be on by default so it'll be all red in viewport. On the other hand the colors will be visible on the node... Maybe we should leave it to default white.

    Cell Boolean. Off by default.

    (Cell) Rotate Float. Default 0. No min/max.

    This kind of UI element. blender_Ivvqi0FHod

    (Cell) Blend Float. Default is 0.1. Hard min 0. Hard max 1.

    Scale/Rotate/Offset Vector values.

    opened by AlexeyAdamitsky 1
  • Mix Shader Node Design Polish

    Mix Shader Node Design Polish

    image

    1. Change name from “Closure” to “Shader”.
    2. Remove "Mode:" label to allow the drop down menu to fill the width of the node. This is the the minimum goal for the node clean up.

    I also have a design change for the node to make it more user friendly. I don't know if it's too difficult to implement or not.

    https://user-images.githubusercontent.com/64398828/187704185-6ef26a95-156c-4da4-b958-561be73964bc.mp4

    1. Basically we want the node to change when we're switching mixing modes. Blend is the default and it doesn't have the “Add Transparency option”. It's pretty much a legacy feature. Even when switching to Add mixing mode it is not recommended to use this. Still it's there for some users. But when you're switching to Add mixing mode there should be no mix factor controls since it can't be controlled for this mode.

    Let me know if this can't be implemented. But I tried to apply good UI/UX practices here to allow for maximum transparency for the user which is options are available for him with different modes chosen.

    Also you pretty much all the time better use the default Blend mode 😎 which makes the node a bit more compact.

    enhancement 
    opened by AlexeyAdamitsky 2
  • Node Request: Float to Matrix

    Node Request: Float to Matrix

    image

    Output Matrix. This is a new type of socket. I don't believe we have anything similar in Blender.

    Inputs All inputs are floats. Some have defaults at 0, some at 1. Soft min/max are 0 and 1.

    opened by AlexeyAdamitsky 2
  • Node Request: Vector to RGB

    Node Request: Vector to RGB

    image

    Output Vector data.

    Input Vector. The defaults are 0 in all vectors.

    Using this type of field to manually control the value. blender_Ivvqi0FHod

    Mode

    • Raw (Default)
    • Normalized
    • Canonical
    enhancement needs qa 
    opened by AlexeyAdamitsky 0
Releases(0.4.6)
Owner
Luna Digital, Ltd.
Luna Digital, Ltd.
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