Katana 发布.

© 2013. Disney Enterprises inc.

Katana 3.5 View Release Notes

core performance

Core performance 2-30x faster

In 3.5, we’ve rewritten Katana’s engine in collaboration with Intel to improve core performance and speed, making an already formidable tool 2-30x* faster for many operations, but especially when handing over information to a rendering plugin. The result: drastically reduced time to first pixel so artists can achieve high-quality results faster. This engine overhaul also brings improvements in incumbent hardware, allowing for farm utilization to scale up with the most recent advancements of server CPUs, whilst future-proofing any other advancements in the CPU space.


*As tested during development on a Dual-socket Intel® Xeon® processor E5-2667 v4, 3.20GHz with a total of 16 logical cores (32 threads); memory: 64 GB RAM; OS: Linux CentOS 7.66.1810.

Improved rendered image refresh rate

Improved rendered image refresh rate

Improvements to the performance of Katana’s display of rendered pixels means that Katana 3.5 now shows rendered images in its Monitor or Monitor Layer just as fast as a renderer plugin can make them. Artists no longer have to choose between functionality and viewing speed, since they’re neatly tied together in this latest release.

New Monitor Layer

New Monitor Layer

Katana’s new Monitor Layer brings artists closer to their work by allowing them to interact with ray traced renders directly in the viewer. With the image and the tools needed to manipulate it now in the same place, artists have a more streamlined, holistic experience. Katana’s Monitor Layer is 100% compatible with all existing renderer plugins and does not require a USD pipeline. This workflow also comes with a performance boost, with drastic improvements to refresh rates of large images with or without large numbers of AOVs.

shading group

Network Material Create Improvements

Improvements to Katana’s Shading Group mechanism allow artists to make customized shading groups with user defined input and output connections that form the parameter interface. Shading Groups can be whole materials or regularly utilised blocks of shading nodes. Simple workflows allow selected nodes to turn into Shading Groups via a hotkey, both in large numbers, and with better interactivity.

USD nodes

USD Import nodes based on USD 19.11

Katana 3.5 includes integration with a Foundry-supported, renderer agnostic set of USD tools, allowing studios to set up, experiment and build powerful USD production pipelines with less development effort. Our aim is to open source the USD plugin source code and manage pull requests as part of our larger open source plans, so studios and artists can integrate a customized USD into their pipeline.

USD Update

Core USD updated to USD 19.11

As part of our ongoing commitment to USD, Katana 3.5 features the most recent USD source code so artists and studios can use the latest version of Maya plugins, Houdini 18 and Katana together in one pipeline for seamless cross-software collaboration.

Katana 3.2 查看发布说明

用户体验提升

全新的网络材质用户体验

Katana 3.2在网络材质创建“Network material create”中带来了经过全面改进的材质节点图系统,为艺术家和团队提供了优雅的组织管理。着色节点具有了以艺术家为中心的新设计,以及完全开放式的从左到右型的工作流程。由此,可以更加轻松地查看所有内容,所有可用的输出也都触手可及。同时,艺术家还能使用不同的视图,随时可以扩展或收缩显示的细节程度。新增的着色分组“Shading Group”节点可以让复杂的着色网络变得更加简洁:通过将一系列着色节点打包组合,着色分组即可有效地成为了独立微件,并能在以后轻松地连接和应用于多个节点之中。

3Delight

3Delight NSI 1.5

Katana 3.2版中的3Delight NSI也具有了许多令人兴奋的功能更新。 3Delight NSI中的次表面散射(SSS)已经过改进,现在可采用随机游走“Random Walk”方法来渲染出令人难以置信的结果。强大的新工作流程则允许艺术家通过几次点击,就同时从多个摄像机角度进行渲染。对于从事环境视觉开发的艺术家来说,这样便能一目了然地对各个重要摄像机角度选择做出评判。这一改进可谓是变革了游戏的规则。此外,置换贴图能直接与Principled着色器一起配合使用,从而节省了时间。头发和毛发着色器的改进,也带来了极好的美感。最后,在默认情况下,3Delight都将采用多线程进行渲染,而且场景导出速度也提高了30%到400%,实例和VDB项目渲染的内存占用空间优化也都提升了8倍。

USD Hydra升级

视图已升级至USD 19.05版

作为对USD(Universal Scene Description 通用化场景描述)技术承诺的一部分,我们进一步升级了这一项用于Hydra驱动视口的基础技术。 Katana在Hydra的运用方面,已更新至USD 19.05版,同时引入了在其流程中使用渲染委托系统的能力。