Arnold 7.5.2 Adds Gaussian Splats

Arnold 7.5.2 renders Gaussian Splats, adds relighting, NPR nodes and Flow Render tweaks. Nice, but test before splats bite.
On the left, a vibrant orange and blue fish glides gracefully through a coral reef, its scales glinting in dappled sunlight. To the right, an array of delicate roses in soft pastel hues is arranged artfully, with tiny white daisies nestled among the blooms, adding charm and freshness.

For those who don’t know the tool: Arnold is a renderer from Autodesk for final-frame lighting and lookdev. It plugs into Maya, 3ds Max, Cinema 4D, Houdini and Katana.

Splats enter the renderer

Arnold 7.5.2 adds support for rendering 3D Gaussian Splatting data. That gives captured scenes and objects another route into offline rendering, instead of staying parked in viewers, real-time tools or half-temporary conversion scripts (Which have been temporary and unchanged since the first time they worked. Yes, we’ve all been there.

On the left, a vibrant orange and blue fish glides gracefully through a coral reef, its scales glinting in dappled sunlight. To the right, an array of delicate roses in soft pastel hues is arranged artfully, with tiny white daisies nestled among the blooms, adding charm and freshness.

The main ingest route uses the existing Points node. It can load 3DGS data from an imported PLY file, or import the data directly as a per-point array. That keeps splats close to point-based workflows, which is sensible and pleasantly unfancy.

The update also adds preliminary support for the new Gaussian Splat schema introduced in OpenUSD 26.03. The ParticleField3DGaussianSplat schema represents the original 3D Gaussian Splats technique as a ParticleField. In Arnold 7.5.2, that makes it possible to render 3DGS data stored in USD files.

Relighting, the useful bit

The new Gaussian Splat Shader adjusts the lighting of imported splats. Splats can be relit entirely with scene lights, which is teh part that matters once a capture has to sit inside an actual shot instead of looking lovely in isolation.

That puts 3DGS closer to normal lighting work. The splat is still a splat, with all the data-shape caveats that come with the technique, but the renderer now has a specific shader for controlling its appearance in an Arnold scene.

For Gaussian splatting workflows, this also moves the format closer to the boring middle of production. Boring is good. Boring means fewer emergency exporters named final_final_v12.

https://help.autodesk.com/cloudhelp/ENU/AR-Core/images/ac-shader-to-rgba-zombie-example.jpg

NPR gets more knobs

Toon and non-photorealistic rendering also get new nodes. Tone Zones splits RGB lighting into up to eight discrete brightness bands. Each band can be tinted independently or rendered as a separate AOV.

Shader to RGBA evaluates lighting for a surface shader, including OpenPBR Surface, and outputs RGBA data for use in a shading tree. Those RGBA values can feed into a Ramp shader for non-photorealistic rendering.

https://help.autodesk.com/cloudhelp/ENU/AR-Core/images/ac-tone-zone-zombie-500.png

The result is more control over cel-style bands and shader-driven looks inside the renderer. That is good news for artists who need graphic shading without turning the node graph into a small regional train map.

USD lights behave better

Arnold 7.5.2 supports the current UsdLux standard for USD lights. Cone shaping controls and IES photometric profiles now work on all light types, including cylinder, disk, quad and mesh lights. Previously, that support was limited to spot and sphere lights.

An illustration showcasing various lighting cone angles. The top three images display smooth, gradient light distributions for angles of 10, 20, and 30 degrees. The bottom images demonstrate lighting effects created with IES profiles, highlighting distinct shadows and illuminated areas.

That change is less glamorous than splats, but production lighting often lives in these tiny consistency details. A light standard that behaves differently per light type is how pipelines acquire folklore.

Denoising and mesh updates

Noice, the native denoiser, gets quality improvements. Denoised images should come out sharper with fewer pixel artifacts. That is the kind of update nobody celebrates until a supervisor zooms into a dark corner at 300 percent.

A close-up view comparing two animated characters, focusing on their textured mouths and soft, furry features. The left image shows a brown and white fur coat, while the right displays a slightly different expression. The background is softly blurred, enhancing the vibrancy of the colors.

GPU rendering also gets faster scene updates, especially when artists edit meshes interactively. Loading meshes from PLY files is claimed to be about 1.2x to 1.4x faster.

System requirements list Windows 10 or newer, Linux with glibc 2.28 or newer, and macOS 12.0 or newer. GPU rendering runs on Windows and Linux only and requires a compatible NVIDIA GPU.

https://help.autodesk.com/cloudhelp/ENU/AR-Core/images/7520_render_report_options.jpg

Plugins and cloud chores

The integration plugins have been updated for this release. Listed versions are MAXtoA 5.9.3 for 3ds Max, C4DtoA 4.9.2 for Cinema 4D, HtoA 6.5.2 for Houdini, KtoA 4.5.2 for Katana and MtoA 5.6.2 for Maya.

Flow Render now supports scenes larger than 5GB. Scene uploads are automatically validated, and files without a camera or defined render outputs generate a failure message. That sounds like admin plumbing, and taht is exactly why it matters when an artist has already gone home.

Flow Render remains free for all Arnold users for up to 40 hours of rendering per month. The cloud service first arrived with Arnold 7.5.1 as a tech preview with 2,400 render minutes per user per month.

https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_core_7520_html
https://help.autodesk.com/view/ARNOL/ENU/