Welcome to RenderMan 21.0 for Katana

RenderMan for Katana (RfK) capitalizes on the changes made for newer versions of Katana and continues full support of the latest RenderMan ProServer 21.0.

We're especially pleased to have improved stability in Live Rendering and simplified workflows using macros for repetitive tasks. Light and material edits during Live Rendering should be more robust with complex networks and perform better overall. Adding analytic lights is a now breeze with a single click or shortcut. You can even add lights during Live Rendering!

We also introduce GafferThree light packages to handle the above improvements as well as direct control of light visibility.

 

Please note that RenderMan for Katana no longer includes the Reyes renderer. RenderMan for Katana is now based on modern and improved pathtracing technology and C++ plug-ins. Scenes using old RSL lights, displacements, and imager shaders will fail to render or render black because of this change.

 

This current release offers support for:

Note that we no longer support Katana 1.x versions.

Please see the release notes below for all the new capabilities and known issues!

 

 

What's New

Better Defaults

We've removed much of the guesswork by setting appropriate defaults. These defaults are designed for common scenarios and performance benefits. Rendering should give you what you expect--a physically correct and intuitive result!

 

New Material!

PxrSurface is introduced to users from actual Pixar Animation production! The material is a physically based but flexible material with options to layer. PxrLayerSurface handles all of your layering needs in combination with PxrLayer nodes. Artistic control is maintained for all your art direction needs!

 

All New Lights!

All new lights and lighting tools are included in this release! You can now use the same lights and filters as Pixar Animation Studios. Useful features and performance enhancements are all included. We've also included an improved Portal Light for those difficult interior situations.

 

Texture Baking

It's now possible to bake patterns into 2D textures or point clouds! This allows artists to simplify complex networks to a single result for rendering. This can improve performance by reducing the cost in evaluating these patterns. Point clouds may be converted to ptex as a post process.

 

Denoise Improvements

Continued improvements in performance of the Denoise feature improves speed and quality. Also, using Denoise with CUDA capable GPUs can reduce Denoise processing times up to 60 times compared to CPU. Using the GPU requires CUDA 7.0 (compute capability 2.0 or later) and a capable graphics card with support. GPU denoising is enabled by default with an automatic fallback to CPU denoising if no compatible device is available.

 

Occlusion Integrator

PxrOcclusion is a new integrator that can be used to create non-physical renders for later compositing. Artists will find this very useful in adding details, knocking back unwanted elements, and creating occlusion passes for integration into background plates. No material or light changes are necessary, just change your integrator and render!

 

PxrDirt

PxrDirt is a new pattern made for artists wanting to create useful effects like procedural dirt maps or weathering. With useful controls and the new PxrBakeTexture pattern, artists can quickly generate and use results instead of hand painting maps. Combine this with the layering abilities of PxrSurface to bring your shading to another level!

 

Improved Holdout Workflows

Production feedback has helped us further refine our powerful holdout features. These now operate using all available features to the renderer including correct and complete light transport participation.

 

Physical Camera

You now have the option to define an arbitrary plane of focus using the PxrCamera. This can be used to create special effects and fields of focus to drive your story and focus your viewer in ways previously impossible.

 

OSL Patterns are Native

OSL Patterns no longer require added work to render in RenderMan and are handled natively. Using your own patterns has never been this easy or fast.

 

 

Additional Changes

 

Miscellaneous Changes

 

 

Known Limitations

 

Live Rendering

 

Other limitations