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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.


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.


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. 

See the RenderMan Options documentation for more details about each parameter.

Other References

Curves in RenderMan

Options in RenderMan

Primitive Variables

Procedurals in Katana

Shading in Katana