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When Katana knows about the curves (as is the case if you import Alembic), it will emit them directly to RenderMan. How the curves are specified in the Alembic file is how they will be rendered. See the RenderMan documentation for curves to understand the specifics of how RenderMan expects curves to be specified.
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If you are using curves to represent hair or fur, we provide the PxrMarschnerHair bxdf as the preferred material. See the Shading in Katana section for details on how to apply a material to geometry.
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When you render curves, you may be interested in the following attributes and options.
Within the PrmanObjectStatements node, within the Advanced layout, there is an option to tell RenderMan to render curves as "roundcurves". Otherwise, you will render the curves as flat ribbons. If you are rendering hair, especially long hair, we recommend that you turn the "hair" attribute shown below to "Yes".
Within the PrmanGlobalStatements node, in the Advanced layout, there are a few more options you may be interested in. You can find them within the options -> dice and options -> hair section of the parameters.
Other References
Primitive Variables