Photometric light 3ds max tutorial

Product Description

In this series of premium video tutorials in 8 hours and 35 minutes, that’s more than 500 minutes of tutorials, we learn how to use Arnold for 3ds Max.

Watch the Introduction video :

First I show you where to find different Arnold tools and functions inside 3ds max, and walk you through the general workflow to get your job down with Arnold inside 3ds Max.

Sampling and ray depth are the most important principles that you should be familiar with when working with Arnold, that’s why we discuss them comprehensively  in  57 minutes and in 7 lessons , we make sure you comprehend the core principles before moving on to more general topics like lighting and shading .

Sampling and Camera Samples 03 0202_Diffuse_Samples 0203_Specular_Samples 0204_Transmission_Samples
0205_Diffuse_Ray_Depth_MAIN 0207_Transmission_Transparency_RayDepth 0207_Transmission_Transparency_RayDepth_02

The next section of the course is dedicated to lighting , we learn about different lights in Arnold and different lighting techniques , we learn about Area Lights . spot , distant and point lights , mesh and photometric lights .

We learn what are light filters and how to use them , what is physical sky, SkyDome Light and image based lighting , you learn how to approach interior lighting in Arnold for 3ds max.

We learn about amazing volumetric effects in Arnold, including Atmosphere Volume and fog .

The lighting section of this course is about 1 hour and 55 minutes in 12 lessons.

0308_SkyDome_Light_IBL 0310_Physical_Sky_02
0311_Atmosphere_Volume 0312_Fog
0309_SkyDome_Light_InteriorLighting 0303_Mesh_Light
0304_Spot_Light 0307_Light_Filters 0310_Physical_Sky 0310_Physical_Sky_03 0306_Photometric_Light

In the next section of the comprehensive introduction to Arnold For 3ds Max, we start talking about Arnold materials and maps

First we learn about Standard Surface material which is the main material in Arnold and capable of creating all sorts of materials, we dedicated 5 videos in 80 minutes to discuss Standard Surface material thoroughly.

Then we discover bump and displacement mapping in Arnold. We explore Standard Hair material in a lot of details, this material lets you realistically create hair shaders, the Standard Hair is fantastic, and definitely one of the best hair shaders out there .

Then we learn about ray-switch , ambient occlusion, curvature, flakes , wire frame , utility , flat , lambert ,  two-sided and shadow matte shaders.

And then we take a closer look at the remaining  materials and maps in Arnold, we learn about different color nodes , conversion , math and shading state nodes , we learn how to use utility nodes and hopefully after watching this section,  you should be very comfortable developing complex materials using these long list of materials and maps .

The material section of this course is more 3 and a half hour in 18 lessons.

0402_Standard_Surface_Specular_Reflections 0402_Standard_Surface_Specular_Reflections_Gold
0405_Standard_Surface_Coating_SpecialFeatures_02 0405_Standard_Surface_Coating_SpecialFeatures_01
0408_Standard_Hair_Brwon_Matte 0408_Standard_Hair_Brwon_Shiny
0405_Standard_Surface_Coating_SpecialFeatures_03 0415_Color_Nodes 0403_Standard_Surface_Transmission_Clear_Glass 0403_Standard_Surface_Transmission_Colored_Glass
0406_Subdivision_and_Displacement_Mapping_01 0406_Subdivision_and_Displacement_Mapping_02 0412_Flakes 0415_Color_Nodes_Colo-Jitter
0414_Shadow_Matte 0404_Standard_Surface_Sub-SurfaceScattering__Emission

Then we take a look at 3ds max’s Physical Camera and how Arnold supports it, we learn about different camera features, we explore how to achieve camera effects like depth of field and motion blur.

In about 35 minutes and in 3 lessons we learn all about Arnold and Camera.


0502_DOF 0503_Motion_Blur_01 0503_Motion_Blur_02

In the section 6 of the course we learn how to render our scenes in Arnold for cinema 4d, we learn about AOVs. What are the AOVs that Arnold offers and how to export and composite them in a composting app like After Effects. Then we learn about custom AOVs and how to write them out. After that we discover different render settings in Arnold.

The rendering section of the course is about 51 minutes in 2 lessons.


In the final section of the course we take a closer look at Arnold Properties Modifier and Arnold procedurals, and finally we learn about Arnold volume , we learn how capable Arnold is in handling openVDB files and rendering them realistically , we show you all the steps you need to render openVDB files in Arnold .

The final section of the course is 30 minutes in 3 lessons.

0703_Arnold_Volume_01 0703_Arnold_Volume_02 0703_Arnold_Volume_03

we plan to keep this course alive and update the course with  more video tutorials as soon as there is a major update from Solid Angle for Arnold for 3ds Max.

Over the past two years at, we have produced tons of Arnold tutorials and courses like our Comprehensive introduction to Arnold for Cinema 4d and our Developing Realistic Shaders in Arnold, and now that we finally have Arnold for 3ds Max, let’s take a closer look at one of the most popular render engines in the world and learn all about it.

Here you can watch some of the lessons from this course :

Additional Information

Language English Duration 500 min Video format HD 1080p Instructor Kamel Khezri Application used 3ds Max 2018, Arnold 5.0 Availability Instant Download Project files Included




 04:07 0102

General workflow and user interface




Sampling and camera samples

 08:40 0202

Diffuse samples

 12:14 0203

Specular samples

 07:33 0204

Transmission samples

 06:45 0205

Diffuse Ray Depth

 10:06 0206

Specular Ray Depth

 03:02 0207

transparency and transparency Ray Depth




Area light

 20:46 0302

Area light shapes

 02:55 0303

Mesh light

 10:37 0304

Spot light

 06:21 0305

Distant light

 04:50 0306

Photometric light

 06:35 0307

Light filters

 10:39 0308

SkyDome light and Image-based lighting

 11:27 0309

Interior lighting

 14:14 0310

Physical sky

 09:27 0311

Atmosphere volume

 10:26 0312



SECTION 4 : Shaders and Materials


Standard Surface Material, “basic parameters”

 12:07 0402

Standard Surface Material, “specular reflections”

 20:17 0403

Standard Surface Material, “transmission”

 20:22 0404

Standard Surface Material, “SSS and emission”

 13:24 0405

Standard Surface Material, “coating and special features”

 13:33 0406

Subdivision and displacement mapping

 14:08 0407

Mix shader and Mix RGBA

 05:33 0408

Standard hair material

 14:48 0409

Lambert and two-sided materials

 02:45 0410

Ray switch

 06:20 0411

Switch and map-to-material shaders

 05:01 0412

Ambient occlusion and curvature shaders

 13:21 0413

Flakes material

 04:50 0414

Shadow matte

 10:32 0415

Color nodes

 09:02 0416

conversion, math and shading state nodes

 08:26 0417

Utility nodes

 09:01 0418

Texture nodes




Physical Camera

 16:29 0502

Depth of field

 06:30 0503

Motion blur




AOVs and custom AOVs

 34:22 0602

Render settings




Arnold properties modifier

 07:24 0702

Arnold procedural

 06:47 0703

Arnold volume


Additional Information




500 min

Video format

HD 1080p


Kamel Khezri

Application used

3ds Max 2018, Arnold 5.0


Instant Download

Project files


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