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Ci = Os * Cs * normalize(N).-normalize(I);
Oi = Os;
}
2
2
PRMA
N
TECHNICA
L
NOTES
|
1
2
...
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...
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TECHNICAL GUIDE
1
Contents
3
9 Porting Plug-ins
4
11 Look Files
5
Appendix B: Other APIs
11
28 Render Farm API
11
Appendix C: Glossary
12
1 Preface
13
2 Katana For The Impatient
14
A Short History of Katana
15
Scene Graph Iterators
16
The Katana User Interface
16
Technical Docs and Examples
17
3 Custom Render Resolutions
18
Using the Python API
19
4 Custom Node Colors
21
Editing Rules
22
Editing Flavors
22
Updating Node Colors
23
Making Updates Persist
24
Flavor API
25
5 Message Logging
29
Custom Logger
30
Logging Exceptions
31
6 Katana Launch Modes
32
Batch Mode
33
Script Mode
40
Shell Mode
40
Querying Launch Mode
41
7 Scene Attributes and
42
Hierarchy
42
Common Attributes
43
Generating Scene Graph Data
44
Collections and CEL
45
CEL In the User Interface
46
Guidelines for Using CEL
46
Avoid Using Deep Collections
47
Paths Versus Rules
48
8 Scene Graph Generator Plug
49
Running an SGG Plug-in
50
ScenegraphGeneratorResolve
51
SGG Plug-in API Classes
53
ScenegraphGenerator
54
Constructor
55
Destructor
55
Static Methods
55
Instance Methods
57
Registering an SGG Plug-in
58
ScenegraphContext
59
Providing Error Feedback
64
Source Locations
70
Additional Build-ins
70
FAQ for Plug-in Porting
71
Bounding Boxes and Good Data
74
Proxies and Good Data
74
Level of Detail Groups
75
ScenegraphXML
77
Look File Baking
79
Other Uses For Look Files
79
How Look Files Work
80
Collections Using Look Files
81
Look File Globals
82
The Look File Manager
82
12 User Parameters and Widget
83
Widget Availability
91
13 Groups, Macros, and Super
93
Adding User Parameters
94
Conditional Behavior
96
Super Tools
99
Examples
103
14 Resolvers
105
Examples of Resolvers
106
Implicit Resolvers
106
Creating Your Own Resolvers
107
15 Wrapping SGG Plug-Ins in a
109
Custom Node
109
Creating A Custom Node
110
What Is A Node?
111
Defining Your Node Class
111
Declaring the Node Shell
112
Registering with NodegraphAPI
112
Defining the User Interface
112
Specifying UI Hints
113
Calling the SGG Plug-in
114
Installing Your Node
116
16 Creating New Importomatic
117
Creating a Tree Structure
121
Updating the Node Graph
122
Registering the GUI
123
17 Handling Textures
125
Using Primvars In RenderMan
128
Using Custom User Data
128
Metadata on Imported Geometry
129
Metadata From Another Source
129
18 Typed Connection Checking
131
Shader Inputs
132
( ', ' )
133
19 Universal Attributes
134
Default Attributes
135
Reading Default Parameters
136
20 Args Files in Shaders
138
Edit Main Shader Description
140
Export Args File
140
Widget Types
140
Widget Options
143
Conditional Locking Options
144
Editing Help Text
144
Co-Shaders
145
Co-Shader Pairing
145
Example Args File
146
Usage in Python Nodes
149
Usage in C++ Nodes
150
21 Locations and Attributes
152
Light Linking
153
22 PRMan Technical Notes
155
Oi = Os;
156
22 PRMAN TECHNICAL NOTES
156
23 Nodegraph API
157
Referencing a Node
158
Referencing a Parameter
158
Node Position
158
Node Naming
159
Input and Output Ports
160
Duplicating Nodes
161
Deserialize
162
Printing An XML Tree
162
Group Nodes
163
A Group Node Example
164
Send and Return Ports
165
Return Port Example
165
Send Port Example
166
Physical Connection
167
Logical Connection
167
Physical and Logical Source
168
Logical Source
169
User Parameters
170
Top Level User Parameters
171
Nested User Parameters
171
Parameter Hints
171
Parameter Expressions
172
Enableable Parameter Groups
174
24 Op API
176
The OpTree
177
Core Concepts with Geolib3
178
The Op API Explained
181
The Cook Interface
182
Op Arguments
182
Scene Graph Creation
184
The setAttr() Function
185
The createChild() Function
185
The execOp() Function
186
The deleteSelf() Function
187
Reading Scene Graph Input
188
The getAttr() Function
189
The prefetch() Function
190
CEL and Utilities
191
Integrating Custom Ops
192
The NodeTypeBuilder Class
193
Op Toolchain
193
Client Configuration
194
Advanced Topics
195
Op Best Practices Cheat Sheet
196
25 NodeTypeBuilder
198
Examples of NodeBuilderType
199
26 Creating a GenericAssign
201
27 Asset Management System
204
Plug-in API
204
Asset Fields
205
Asset Attributes
205
Asset Publishing
205
Transactions
205
Creating an Asset Plug-in
206
Publishing an Asset
207
Asset Types and Contexts
209
Accessing an Asset
210
Additional Methods
210
Top Level Asset API Functions
214
LiveGroup Asset Functions
214
Delegate
215
Configuring the Asset Browser
216
The Asset Control Widget
217
Asset Render Widget
218
The C++ API
220
Farm Menu Options
222
Farm Node Parameters
223
Get Sorted Dependency List
224
Render Dependencies
225
Render Passes and Outputs
226
File Browser Example
227
Custom Dialog
228
Additional Utils
229
Appendix A: Custom Katana
231
Attribute Modifiers
232
Viewer Manipulator API
234
Viewer Modifier API
234
Viewer Proxy Loader API
234
Renderer API
234
Key Locations
237
Location Type Conventions
241
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