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Rendering with Arnold in Maya using the MtoA plug-in.
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Where Light Include/Exclude?

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Message 1 of 6
1stbeforetheword
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Where Light Include/Exclude?

Already almost 2 years Arnold is present in 3ds max. Where is this totally necessary function??? Is it intentional sabotage???

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5 REPLIES 5
Message 2 of 6

We'll be adding support for light include/exclude in a future MAXtoA update



// Stephen Blair
// Arnold Renderer Support
Message 3 of 6

"future MAXtoA update"

Are you guys kidding? Okay would write in the next update. This is so important function, without it Arnold's weight in the application is just a teapot render. In general, it is very frustrating to support rendering in Max, a huge number of bugs, non-working things and from April 12 no significant updates, cosmetic updates. A HUGE number of BAGS! There is a feeling that no one can test it.

Message 4 of 6

To get the first official release of MAXtoA out, we had to make decisions about what to include, and what to push until later. Support for light linking (light include/exclude) was one of the things that didn't make it. We plan to add it.



// Stephen Blair
// Arnold Renderer Support
Message 5 of 6

April, May, June, July, August, September - six months. It is impossible to light include/exclude, when using the renderer region, the whole framebuffer is updated, some materals and maps can be used only in the slate mateditor, some Arnold materials are not compatible with standard ones, the interactive is constantly falling, there is no top/bottom support, and so on...

Message 6 of 6

@Ice Juice, this is a technical Q&A forum. While we appreciate your feedback, please limit your replies to actual Questions or Answers, not product bashing. MAXtoA officially shipped on April 12th, with 3ds Max 2018 (not "2 years"). Since that time there have been 4 releases and more are on the way. Arnold and MAXtoA development continues and upcoming releases will continue to add features and fixes.

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