3/13/2024 0 Comments Free The Foundry Katana 6.0v3Using recursive procedurals, the tree of filters is handed directly to the renderer, with scene data calculated on demand, as the renderer requests it (lazy-evaluation). Katana is designed to work well with renderers that are capable of deferred recursive procedurals. The scene data to be delivered to the renderer is described by a tree of filters, and the filters are evaluated on demand in an iterative manner. Use Python scripting to specify arbitrary manipulation of attributes at any location in the scene hierarchy.Specify which AOV's you want to use for multiple passes in a single render.Merge scene components from a number of partial scenes.Isolate parts of the scene for different render passes.Use rule based expressions to set what materials are assigned to which objects.Manipulate transforms on cameras, lights and other objects.Create a new instance of a material, such as a 3Delight shader.Bring 3D scene data in from disk, such as from an Alembic geometry cache or camera animation data.Using filters you can arbitrarily create and modify scene data. A node-based interface allows users to define which filters to use, and interactively inspect their results. Katana allows you to define what to render by using filters that can create and modify 3D scene data. At render time, Katana's libraries are called from within this procedural to calculate scene data as the renderer demands. Essentially, this is a procedural given a custom program in the form of a tree-based description of filters. The Katana approach is to have a single procedural that is powerful enough to handle arbitrary generation and filtering. Katana leverages renderers’ support for recursive procedurals, where arbitrary scene data can be created on demand. It also needed to be flexible enough to deal with the requirements of modern CG Feature and VFX production for customized workflows, with the capability to edit or override anything. Katana was originally designed to solve problems with scalability and flexibility how to carry out look development and lighting in a way that could deal with potentially unlimited amounts of scene data.
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