# ARNOLD — Knowledge MOC
> [!abstract] About this MOC
> Everything **Arnold**-specific — lookdev nodes, lighting practice, render optimization, integration (HTOA, etc.), and utility workflows (cryptomatte, material transfer). Start with *Fundamentals* if you are new to Arnold, then jump to the *By Task* section when you need a recipe.
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## 🧭 Reading Order for Newcomers
1. **Shading theory** → [[../LOOKDEV/Notes/SHADING Theory And Practice|SHADING — Theory & Practice]] — reads Arnold `standard_surface` in depth.
2. **Lighting theory** → [[../LIGHTING/Notes/LIGHTING Theory|LIGHTING Theory]] — light transport fundamentals.
3. **Lighting in Arnold** → [[../LIGHTING/Notes/LIGHTING Arnold Practice|LIGHTING — Arnold Practice]] — lights, samples, AOVs.
4. **Render faster** → [[Notes/Arnold Optimization Noise|Arnold — Optimization & Noise]] — sampling strategy, noise reduction.
5. **Extract mattes** → [[Notes/Arnold Cryptomatte|Arnold Cryptomatte]].
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## 📚 Fundamentals
Start here if Arnold is new to you.
- [[../LOOKDEV/Notes/SHADING Theory And Practice|SHADING — Theory & Practice]] — PBR and every lobe of Arnold `standard_surface`.
- [[../LIGHTING/Notes/LIGHTING Theory|LIGHTING Theory]] — physical light, exposure, energy conservation.
- [[../LIGHTING/Notes/LIGHTING Arnold Practice|LIGHTING — Arnold Practice]] — the hands-on version, in Arnold.
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## 🎨 Lookdev
Nodes and shaders for material authoring.
- **Nodes**
- [[Notes/RaySwitch|RaySwitch]] — route different shading logic based on ray type (camera, shadow, reflection, diffuse…).
- **Shaders**
- [[Notes/Arnold hair|Arnold Hair]] — fur / hair shading with the dedicated Arnold shader.
- **Workflow**
- [[Notes/Arnold Transfert Material|Arnold — Transfer Material]] — move a material cleanly from one asset to another.
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## 💡 Lighting
- [[../LIGHTING/Notes/LIGHTING Arnold Practice|LIGHTING — Arnold Practice]] — lights, samples, AOV strategy.
- [[Notes/Arnold Cryptomatte|Arnold Cryptomatte]] — ID mattes for comp.
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## 📷 Camera & Effects
- [[../../OUT OF PUBLISH/BHGC Arnold bokeh|Arnold — Bokeh (BHGC)]] — depth of field / bokeh setup.
- [[Notes/Arnold Fog Environment volumetrique|Arnold — Fog / Volumetric Environment]] — atmosphere, fog, god rays.
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## ⚙️ Optimization
Keep renders clean and cheap.
- **General**
- [[Notes/Arnold Optimization Noise|Arnold — Optimization & Noise]] — samples, clamps, denoise strategy.
- [[../../OUT OF PUBLISH/BHGC Arnold optimization|Arnold — Optimization (BHGC)]] — external render-opt notes.
- **By Node**
- [[Notes/RaySwitch|RaySwitch]] — avoid expensive shading on indirect rays.
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## 🛠️ Integration
Getting Arnold to talk to other DCCs.
- [[Notes/Arnold Houdini HTOA|Arnold Houdini — HTOA]] — installation + basic use of Arnold inside Houdini.
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## 🔗 Related MOCs
- [[../LOOKDEV/LOOKDEV KNOWLEDGE MOC|LOOKDEV Knowledge MOC]] — generic PBR theory, cross-renderer.
- [[../LIGHTING/LIGHTING MOC|LIGHTING MOC]] — lighting theory and practice.
- [[../MARI/MARI MOC|MARI MOC]] — texturing upstream of Arnold.
- [[../KNOWLEDGE MOC|KNOWLEDGE MOC]] — top-level index.