Download Katana 2.0v5 User Guide PDF

TitleKatana 2.0v5 User Guide
LanguageEnglish
File Size5.6 MB
Total Pages537
Table of Contents
                            Cover
Contents
Preface
	Key Concepts
	User Interface and Naming Conventions
	Getting Help
		Viewing Additional Help
		Contacting Customer Support
		Sending Crash Reports
Installation and Licensing
	System Requirements
	Supported Renderers
	Install Katana
		KATANA_RESOURCES
	Connecting Katana to a Renderer
		Changing the Default Renderer
		Arnold Specific Notes
		PRMan Specific Notes
	Network Configuration
	Python Search Path
	Launching Katana
	Licensing Katana
		About Licenses
		Setting up the Floating License Server
		Setting up the License on the Client Machine
		Further Information
	Configuring Message Level
	Defining the directory in which Katana stores temporary files
The Way of The Katana
	Katana Introduction
		Making a Scene
Customizing Your Workspace
	Workspace Overview
		The Default Workspace
		The Default Tabs
		Menu Bar Components
	Customizing Your Workspace
		Adjusting Layouts
		Saving Layouts
		Loading Layouts
		Deleting Layouts
	Custom Render Resolutions
		Using the UI
	Preferences
		Application
		Color
		Dopesheet
		ExternalTools
		Layout
		Monitor
		NodeTags
		Nodegraph
		Nodes
		Parameters
		Python
		Scenegraph
		Viewer
Creating a Katana Project
	Katana Projects and Recipes
		Creating a New Katana Project
		Saving a Katana Project
		Loading a Katana Project
		Importing a Katana Project
		Exporting a Katana Project
		Changing a Project’s Settings
	Dealing With Assets
		Selecting an Asset Manager
		Using the File Browser
		Autosaves
Working with Nodes
	Adding Nodes
	Selecting Nodes
	Connecting Nodes
		Connecting a Node into the Recipe
		Removing a Node from the Recipe
		Tidying the Recipe with a Dot Node
	Replacing Nodes
	Copying and Pasting Nodes
	Cloning Nodes
	Disabling Nodes
	Deleting Nodes
	Navigating Inside the Node Graph
		Panning
		Zooming
		Fitting Selected Nodes in the Node Graph
		Fitting the Node Tree in the Node Graph
	Improving Readability and Navigation with Backdrop Nodes
		Creating a Backdrop Node
		Editing a Backdrop Node
	Editing a Node’s Parameters
		Accessing a Node’s Parameters
		Opening and Closing a Node’s Parameters
		Default Parameters Tab Icons
		Changing a Node’s Name
		Changing a Node’s Parameters
		State Badges
	Customizing Node Display
		Changing a Node’s Background Color
		Dimming Nodes not Connected to the View Node
		Displaying Nodes Linked by an Expression
		Drawing the Node Graph with Reduced Contrast
		Aiding Project Readability with Node Icons
		Image Thumbnails
	Indicators on Nodes
Using the Scene Graph
	Scene Graph Terminology
	Viewing the Scene Graph
	Navigating the Scene Graph History
	Manipulating the Scene Graph
		Selecting and Deselecting Locations in the Scene Graph
		Selecting Locations with the Search Facility
		Expanding the Scene Graph
		Collapsing the Scene Graph
	Bookmarking a Scene Graph State and Working Sets
	Viewing a Location’s Attributes
	Changing What is Shown in the Viewer
	Rendering only Selected Objects
	Controlling Live Rendering in the Scene Graph
		Using the Live Column
		Using the 3D Update Mode
	Turning on Implicit Resolvers
	Making Use of Different Location Types and Proxies
		Using Assemblies and Components
Adding 3D Assets
	Overview
	Adopting Alembic
		Adding an Alembic Asset
	Describing an Asset Using XML
		Adding an Asset Described Using XML
	Using the Importomatic
		Adding Assets Using the Importomatic
		Editing an Importomatic Asset’s Parameters
		Editing an Asset’s Name
		Disabling an Asset
		Enabling an Asset
		Deleting an Asset from the Importomatic
		Assigning a Look File to an Asset
		Assigning an Attributes File to an Asset
		Adding Additional Outputs to the Importomatic
		Changing an Output’s Name
	Generating Scene Graph Data with a Plug-in
		Adding a Scene Graph Generator Location to Your Scene Graph
		Forcing the Scene Graph Generator to Execute
Adding and Assigning Materials
	Overview
	Creating a Material
		Adding a Shader to a Material Location
		Creating a Material from a Look File
		Creating a Material that is a Child of Another Material
	Editing a Material
	Overriding a Material
	Multiple Materials with a MaterialStack Node
		Adding a Material
		Adding a Material from a Look File
		Adding a Material as a Child
		Duplicating a Material
		Disabling a Material
		Deleting a Material
		Adding a Material Node from the Node Graph
		Moving Materials Within the Add List
	Incorporating PRMan Co-Shaders
	Network Materials
		Creating a Network Material
		Using a Network Shading Node
		Creating a Network Material’s Public Interface
		Changing a Network Material’s Connections
		Editing a Network Material
	Assigning Materials
	Assigning Textures
	Using Face Sets
		Creating a Face Set
		Editing a Face Set
		Assigning Materials to a Face Set
	Forcing Katana to Resolve a Material
Lighting Your Scene
	Creating a Light in Katana
	Getting to Grips with the GafferThree Node
		Gaffer Object Table Overview
		Creating a Light Using the GafferThree Node
		Making Use of Rigs
		Defining a Master Light Material
		Adding an Aim Constraint to a Light
		Linking Lights to Specific Objects
		Disabling a Light for Specific Object
		Linking Shadows to Specific Objects
		Adopting Items from Incoming Scene
		Soloing and Muting Lights and Rigs
		Locking a Light or Rig's Transform
		Duplicating an Item Within the Gaffer Object Table
		Syncing the GafferThree Selection with the Scene Graph
		Deleting from the Gaffer Object Table
		Displaying Network Material Parameter Values
	Creating Shadows
		Raytracing Shadows in Arnold
		Raytracing Shadows in PRMan
		Creating a Shadow Map
		Creating a Deep Shadow Map
		Using a Shadow Map in a Light Shader
	Positioning Lights
		Moving a Light Within the Viewer
	Getting to Grips with the Gaffer Node
		Creating a Light Using the Gaffer Node
		Making Use of Rigs
		Defining a Master Light Material
		Adding a Sky Dome Light
		Adding an Aim Constraint to a Light
		Linking Lights to Specific Objects
		Linking Shadows to Specific Objects
		Deleting from the Gaffer Object Table
		Locking a Light or Rig’s Transform
		Soloing and Muting Lights and Rigs
		Duplicating an Item Within the Gaffer Object Table
		Syncing the Gaffer Selection with the Scene Graph
Rendering Your Scene
	Overview
		Render Types
		Render Type Availability
		Influencing a Render
	Performing a Render
		Executing Renders with the Render Node
		Rendering From the Command Line
		Performing a Preview Render
		Performing a Live Render
	Controlling Live Rendering
		Global Options
		Renderer Specific Options
	Setting up Interactive Render Filters
	Setting up a Render Pass
		Defining and Overriding a Color Output
		Defining Outputs Other than Color
		Defining an AOV Output
		Previewing Interactive Renders for Outputs Other than Primary
	OpenEXR Header Metadata
		Setting up Render Dependencies
	Managing Color Within Katana
Viewing Your Renders
	Using the Monitor Tab
		Changing the Image Size and Position
		Overlay Masking
		Changing How to Trigger a Render
		Changing the Displayed Channels
		Changing How the Alpha Channel is Displayed
		Selecting Which Output Pass to View
	Using the Catalog tab
		Viewing the RenderLog for a Catalog Entry
		Removing Renders from the Catalog
		Changing the Catalog Renders Displayed in the Monitor tab
		Manipulating Catalog Entries
		Changing the Catalog View
	Using the Histogram
		Viewing the Pixel Values of the Front and Back Images
		Comparing Front and Back Images
		Toggling 2D Manipulator Display
		Underlaying and Overlaying an Image
		Rendering a Region of Interest (ROI)
Using the Viewer
	Overview
	Changing How the Scene is Displayed
	Changing the Layout
		Changing the Overall Viewer Behavior
		Using Flush Caches
		Assigning a Viewer Material Shader
		Displaying Textures in the Viewer
		Assigning a Viewer Light Shader
		Changing Which Lights to Use
		Changing Shadow Behavior
		Changing the Anti-Aliasing Settings
		Changing how Proxies Are Displayed
		Setting Different Display Properties for Some Locations
		Changing the Viewer Behavior for Locations that are Selected
		Changing the Viewer Behavior While Dragging
		Changing the Background Color
		Overriding the Display Within a Specific Tab
	Selecting Within the Viewer
		Stepping Through the Selection History
	Changing the View Position
		Viewport Movement
		Changing what you Look Through
		Looking Around the Viewport by Offsetting and Overscanning
	Changing What is Displayed Within the Viewport
		Hiding and Unhiding Objects Within the Scene
		Changing the Subdivision Level of a Subdivision Surface
		Toggling Grid Display
		Using Manipulators
		Toggling Manipulator Display
		Toggling Annotation Display
		Toggling the Heads Up Display (HUD)
		Displaying Normal Information Within the Viewer
	Transforming an Object in the Viewer
	Manipulating a Light Source
Checking UVs
	Overview
	Bringing up the UV Viewer Tab
	Navigating in the UV Viewer Tab
		Panning
		Zooming
		Framing
	Selecting Faces
	Adding Textures to the UV Viewer
		Using Multi-Tile Textures
	Changing the UV Viewer Display
Using the Timeline
	Using the Timeline
Animating Within Katana
	Animation Introduction
	Setting Keys
		Toggling Auto Key
		Setting Keys Manually
		Baking a Curve
		Exporting and Importing a Curve
		Displaying Keyframes
	Curve Editor Overview
		Using the Hierarchical View
		Locking a Curve
		Hiding and Showing a Curve
		Switching the Display of a Parameter’s Children
		Setting Keys in the Curve Editor
		Selecting Keyframes in the Curve Editor
		Moving Keyframes in the Curve Editor
		Changing the Display Range in the Curve Editor Graph
		Changing Display Elements Within the Curve Editor Graph
		Snapping Keyframes
		Locking, Unlocking, and Deleting Keyframes
		Turning a Keyframe into a Breakdown
		Changing a Segment Function
		Available Segment Functions
		Available Extrapolation Functions
		Changing the Control Points of a Bezier Segment Function
		Available Tangent Types
		Baking a Segment of the Curve
		Smoothing a Segment of the Curve
		Flipping the Curve Horizontally or Vertically
		Scaling and Offsetting a Curve
	Dope Sheet Overview
		Changing the Displayed Frame Range
		Selecting Keyframes
		Moving Keyframes
		Creating a Keyframe from an Interpolated Value
		Copy and Pasting Keyframes
		Deleting Keyframes
		Toggling Tooltip Display
Groups, Macros, & Super Tools
	Groups
	Macros
		Adding User Parameters
		Conditional Behavior
	Super Tools
LiveGroups
	Creating a LiveGroup
	Editing LiveGroup Parameters
	Loading and Reloading a LiveGroup
	Editing the Contents of a LiveGroup
		Making a LiveGroup Node Editable
		Modified State of Editable LiveGroup Nodes
	Publishing a LiveGroup
	LiveGroup Conversion
User Parameters and Widget Types
	Parameter Types
	Widget Types
		Widget Type Availability
Collections and CEL
	Overview
	CEL in the User Interface
	Guidelines for using CEL
Working with Attributes
	Overview
	OpScript Nodes
		Adding an OpScript
	OpScript Tutorials
		Creating Scene Graph Locations
		Deleting Scene Graph Locations
		Copying Scene Graph Locations and Attributes
	AttributeSet and AttributeScript Nodes
		OpScript vs AttributeScript
		Making Changes with the AttributeSet Node
		Adding an AttributeScript
	Using Python within an AttributeScript Node
		Understanding Locations
		Understanding Inheritance
		Using Initialization Scripts
		When to Run
		Getting Multiple Time Samples
		Custom Error Messages with an AttributeScript Node
		Example Python Scripts
		Arbitrary Attributes Within Katana
	Beyond the AttributeSet and AttributeScript Nodes
	The FnAttribute Module
		Accessing the FnAttribute Module
		Working with Data Attributes
		Working with Group Attributes
		Invalid Attributes (C++ only)
		Error Checking
		Debugging
Look Files
	Overview
	Handing off Looks from Look Development to Lighting
	Look File Baking
	Other Uses of Look Files
	How Look Files Work
	Setting Material Overrides using Look Files
	Collections using Look Files
	Look Files for Palettes of Materials
	Look File Globals
	Lights and Constraints in Look Files
	The Look File Manager
Look Development with Look Files
	Look File Overview
	Using Look Files to Create a Material Palette
		Creating a Material Palette
		Reading in a Material Palette
	Using Look Files in an Asset’s Look Development
		Creating a Look File Using LookFileBake
		Assigning a Look File to an Asset
		Resolving Look Files
		Overriding Look File Material Attributes
		Activating Look File Lights and Constraints
	Using Look Files as Default Settings
	Making Look Files Easier with the LookFileManager
		Bringing a Look File into the Scene Graph
		Removing a Look File from the Look Files List
		Managing Passes in the LookFileManager
		Overriding Look Files
Scene Data
	Scene Attributes and Hierarchy
	Common Attributes
	The Process of Generating Scene Graph Data
	Structured Scene Graph Data
		Bounding Boxes and Good Data for Renderers
		Proxies and Good Data for Users
		Level-of-Detail Groups
		Alembic and Other Input Data Formats
		ScenegraphXML
Graph State Variables
	Setting Graph State Variables
		Global Variables
		Local Variables
	Inspecting Graph State Variables
	Reading Graph State Variables
		Nodes
		Scripts
	How Do Graph State Variables Work?
Resolvers
	Overview
	Examples of Resolvers
	Implicit Resolvers
	Creating your own resolvers
Handling Textures
	Introduction
	Texture Handling Options
		Materials with Explicit Textures
		Using Material Overrides to Specify Textures
		Using the {attr:xxx} Syntax for Shader Parameters
		Using Primvars in RenderMan
		Using User Custom Data
	Using Pipeline Data to Set Textures
		Metadata on Imported Geometry
		Metadata Read in from Another Source
		Processes to Procedurally Resolve Textures
Asset Management
	Asset Plug-ins
	The Asset Publishing Process
		Choosing an Asset Plug-in
		Example Asset Plug-in
	Retrieve and Publish
		Retrieving
		Publishing
Instancing
	Overview
	Benefits of Instancing
	Instancing in PRMan
		Instance Types
		Per-Instance PrimVars
		PRMan Example
	Instancing in Arnold
		Arnold Example
Appendix A: Keyboard Shortcuts
	Conventions
	Customizing Keyboard Shortcuts
		Keyboard Shortcut Manager
	General Keyboard Shortcuts
	Backdrop Node Keyboard Shortcuts
	Curve Editor Keyboard Shortcuts
	Dope Sheet Keyboard Shortcuts
	Messages Keyboard Shortcuts
	Monitor Keyboard Shortcuts
	Node Graph Keyboard Shortcuts
	Parameters Keyboard Shortcuts
	Python Console Keyboard Shortcuts
	Timeline Keyboard Shortcuts
	Viewer Keyboard Shortcuts
Appendix B: Expressions
	Expressions
	Variables Within Expressions
	Katana Expression Functions
	Python Modules Within Expressions
Appendix C: CEL and Collections
	Collection Expression Language (CEL)
		Basic CEL Syntax
		Value Expressions
		CEL Sets
	Collections
		Collection Syntax
	CEL Pattern Extensions
		Example CEL Pattern Extensions
Appendix D: AttributeScript to OpScript Conversion
	Functions
		GetAttr
		SetAttr
		GetName, GetFullName
		XForm Manipulation
		Util.AssetResolve
		User Parameters
		Language Basics
		Caveats
Appendix E: External Software
	Third-Party Library Versions
	Third-Party Library Licenses
	GNU Lesser General Public License (LGPL) v2.1
	GNU Lesser General Public License (LGPL) v3.0
	GNU General Public License (GPL) v3.0
	OpenSceneGraph v0.0
Appendix F: External File Formats
	Args Files
		Args Files In Shaders
		Edit Shader Interface Interactively in the UI
		Widget Types
		Widget Options
		Conditional Visibility Options
		Conditional Locking Options
		Editing Help Text
		Grouping Parameters into Pages
		Co-Shaders
		Co-Shader Pairing
		Example of an Args File
		Args Files for Renderer Procedurals
		UI Hints for Plug-ins Using Argument Templates
	AttributeFiles
		Overview
		Current Limitations
		Usage in Katana
		Example Scene Using AttributeFile
		Example of a Simple XML AttributeFile
	ScenegraphXML
		Overview
		Using ScenegraphXML in Katana
		Reading and Writing ScenegraphXML from Python
		Writing ScenegraphXML data from Maya
		Alembic Maya Plug-Ins
		Example Maya Export Scripts
		ScenegraphXML attributes in Maya
		Custom Attributes in Alembic Components
		Data Format Description
		ScenegraphXML.py Classes and Methods
Appendix G: End User License Agreement
	End User License Agreement (EULA)
                        
Document Text Contents
Page 2

Katana™ User Guide. Copyright © 2015 The Foundry Visionmongers Ltd. All Rights Reserved. Use of this document and the Katana
software is subject to an End User License Agreement (the "EULA"), the terms of which are incorporated herein by reference. This
document and the Katana software may be used or copied only in accordance with the terms of the EULA. This document, the Katana
software and all intellectual property rights relating thereto are and shall remain the sole property of The Foundry Visionmongers Ltd.
("The Foundry") and/or The Foundry's licensors.

The EULA can be read in the Katana User Guide.

The Foundry assumes no responsibility or liability for any errors or inaccuracies that may appear in this document and this document is
subject to change without notice. The content of this document is furnished for informational use only.

Except as permitted by the EULA, no part of this document may be reproduced, stored in a retrieval system or transmitted, in any form
or by any means, electronic, mechanical, recording or otherwise, without the prior written permission of The Foundry. To the extent that
the EULA authorizes the making of copies of this User Guide, such copies shall be reproduced with all copyright, trademark and other
proprietary rights notices included herein. The EULA expressly prohibits any action that could adversely affect the property rights of The
Foundry and/or The Foundry's licensors, including, but not limited to, the removal of the following (or any other copyright, trademark or
other proprietary rights notice included herein):

Katana™software © 2015 The Foundry Visionmongers Ltd. All Rights Reserved. Katana™ is a trademark of The Foundry Visionmongers
Ltd.

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In addition to those names set forth on this page, the names of other actual companies and products mentioned in this Reference
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Rev: 25 September 2015

Page 268

USER GUIDE 268

LiveGroup source has been loaded into a LiveGroup node, the source can be reloaded to pick up any changes that
have been made to the file or asset outside of the current Katana session.

To load the LiveGroup node source:

1. Right-click the LiveGroup node, or click the wrench icon in the b tab, and select Load from the menu.

The Load LiveGroup dialog appears.

2. Select the file or asset from the file browser to use as the source of the LiveGroup node.

3. Click Accept.

NOTE: If the LiveGroup is editable and its contents have been modified, you must confirm whether you
want to proceed. Continuing to load from the source without publishing changes first results in the
unsaved changes being lost. To keep any changes, refer to Publishing a LiveGroup for more information.

To reload the LiveGroup node source:

1. Right-click the LiveGroup node, or click the wrench icon in the Parameters tab, and select Reload from the
menu.

The LiveGroup node’s contents are replaced with the contents of the first Group node loaded from the selected
LiveGroup source.

NOTE: If the source parameter specifies the latest version of a LiveGroup asset, the plug-in is used to
query the asset management system for the latest version of the LiveGroup asset, which is then used as
the actual source file to load.

Editing the Contents of a LiveGroup
LiveGroup nodes, which are created in a locked state, can be made editable so that their contents can be freely
manipulated. Once a LiveGroup node is in an editable state, it can be published as a LiveGroup source file or as a new
version of a LiveGroup source asset.

When loading a LiveGroup source file into an editable LiveGroup node, the contents of the LiveGroup node become
locked and non-editable. Its contents are automatically updated from the selected LiveGroup source. When a non-
editable LiveGroup node is made editable, its contents are no longer automatically loaded from its selected source.

Making a LiveGroup Node Editable

Making a LiveGroup node editable allows the contents to be edited. To make a LiveGroup editable, follow the
instructions below:

1. Right-click the LiveGroup node, or click the wrench icon in the Parameters tab, and select Edit Contents.

The LiveGroup icon changes from gray to yellow to indicate the editable state.

LIVEGROUPS | EDITING THE CONTENTS OF A LIVEGROUP

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