
Note that at this time, there are still some limitations to rendering with Arnold GPU.
The majority of lights are supported, including portals. Most LPEs (39/46 and counting) are now supported. GPU noise is now on par with CPU noise when using adaptive sampling, which has been improved to yield even faster, more predictable results regardless of the renderer used. Excessive sources of noise have been removed, such as indirect noise in refractions or reflections. A first version of the new Shadow Matte shader has been added to the GPU renderer. Bounding volume hierarchy (BVH) memory used by geometry is reduced by as much as 50% for large meshes. Time to first pixel is now faster thanks to a number of improvements including more efficient NVIDIA OptiX caching. Textures are now loaded on-demand instead of at the start of the render, helping to reduce memory usage and save time from the first pixel. Improved support for Open Shading Language (OSL). Arnold 6 now rounds out the Arnold GPU toolset with updates across lights, shaders, and cameras:
We first unveiled Arnold GPU as a beta release in March 2019 with support for a set number of features, including shading networks, hair, SSS, atmospherics, instancing, and procedurals.