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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