Using the Hydra Viewer
Katana's Hydra Viewer provides a fast way of previewing geometry, positioning lights and cameras, and exploring the scene graph.
Selecting Objects and Faces
Learn how to select objects and faces for non-destructive manipulation.
In the video:
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1.
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Click an object to select it then click the Select Faces button to enable Face Selection mode. |
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2.
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Select faces on your object using the marquee tool. |
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Ctrl + Shift select to add faces. |
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4.
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Shift, click and drag to invert the selection. |
The Center of Interest
See how to use the COI to transform lights and cameras.
In the video:
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1.
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Select a camera and click the COI button to turn on the Center of Interest. |
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2.
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Manipulate the camera manipulators to move the camera, or manipulate the COI to move the camera around the COI. |
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Select multiple objects to manipulate them with a single COI. |
Object vs World Space
Objects can either be transformed in local object space or the global world space.
In the video:
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Select and object and click World to move in world space. |
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Alternatively, click Object to move relative the object's local coordinate system. |
Subdivision
You can apply three levels of subdivision to the geometry in the viewer.
In the video:
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Select and object and open Edit > Set Subdivision Level to choose a subdivision level. Alternatively use keyboard shortcuts 0, 1, or 2. |
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You can check the subdivision level using Edit > Set Subdivision Level. |
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Multiple object selections can be assigned the same level. |
Ambient Occlusion
Apply ambient occlusion for soft shadows in cracks and crevices.
In the video:
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Turn on using View > Ambient Occlusion. |
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Customise using the settings in Edit > Preferences > hydraViewer. |
Displaying Textures in the Hydra Viewer
Show .tx or .tex files on objects in the viewer.
In the video:
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Add a hydra surface shader to a Material node. |
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2.
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Set the shader to katana_surface and add a texture file. |
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Drag a material location on to the Parameters tab of a MaterialAssign node. |
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Add a statement to the parameters and drag the geometry from the scene graph on to the statement. |
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5.
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Add a light to a GafferThree node, and in the node's Material tab, add a hydra light shader. |
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6.
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Select the katana_distant option for the hydra light shader. Adjust the intensity to brighten the scene. |
Viewing Proxies and Bounding Boxes
Show simplified proxy geometry and bounding boxes in the viewer.
In the video:
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1.
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Expand the scene graph to show proxy children. |
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Use View > Bounding Boxes and View > Proxy Geometry to toggle . |
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3.
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Expand branches in the scene graph to reveal detailed geometry. |