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As RfK traverses the Katana scene graph it will process locations in parallel and pass them to RenderMan for rendering. By default each new child location retrieved from Katana will spawn a new thread for processing. This default behavior is unlikely to give the optimal performance for any given scene, however there are tools available for tuning the efficiency and the level of parallelism for a particular pipeline (e.g. your studio's standard Op Chain) or various types of scenes (e.g. many instances, many textures, many primitives, or perhaps all three).
Name | Type | Default | Description |
---|---|---|---|
forceSerial | int | 0 | Force traversal to serial processing for this and child locations. |
evictHere | int | 1 | Prevent sibling eviction at this location. |
flattenInstanceSource | int | 2 | Flatten hierarchical instance source locations. |
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The first tool is an attribute to control the depth of parallelism in your scene: forceSerial
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