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Follow these sets to set up AOVs in RenderMan for Katana:
color l= pe:C<RD>.+[<L.>O]
To correctly render per-lobe LPE in Katana, you need to use an OpScript to declare how these = are routed to the outputs. Below is the full OpScript to use for the lobe n= ames defined by PxrSurface and PxrMarschnerHair. If your studio has its own= bxdfs with different names, you will need to add those names to these Opti= ons.
Interfa= ce.SetAttr('prmanGlobalStatements.options.lpe.diffuse2', StringAttribute("D= iffuse,HairDiffuse")) Interface.SetAttr('prmanGlobalStatements.options.lpe.diffuse3', StringAttri= bute("Subsurface")) Interface.SetAttr('prmanGlobalStatements.options.lpe.specular2', StringAttr= ibute("Specular,HairSpecularR")) Interface.SetAttr('prmanGlobalStatements.options.lpe.specular3', StringAttr= ibute("RoughSpecular,HairSpecularTRT")) Interface.SetAttr('prmanGlobalStatements.options.lpe.specular4', StringAttr= ibute("Clearcoat")) Interface.SetAttr('prmanGlobalStatements.options.lpe.specular5', StringAttr= ibute("Iridescence")) Interface.SetAttr('prmanGlobalStatements.options.lpe.specular6', StringAttr= ibute("Fuzz,HairSpecularGLINTS")) Interface.SetAttr('prmanGlobalStatements.options.lpe.specular7', StringAttr= ibute("SingleScatter,HairSpecularTT")) Interface.SetAttr('prmanGlobalStatements.options.lpe.specular8', StringAttr= ibute("Glass")) Interface.SetAttr('prmanGlobalStatements.options.lpe.user2', StringAttribut= e("Albedo,DiffuseAlbedo,SubsurfaceAlbedo,HairAlbedo")) Interface.SetAttr('prmanGlobalStatements.options.lpe.user3', StringAttribut= e("Position")) Interface.SetAttr('prmanGlobalStatements.options.lpe.user4', StringAttribut= e("UserColor"))
You can add metadata to the EXR file to facilitate pipeline functions. T= he Foundry documents this here.
Essentially, on the Render Settings node:
SetAttr= ("renderSettings.ouputs.primary.rendererSettings.exrheaders.test_string",[ = "Your string" ] )