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:
                                        
                                            
                                            
                                            
                                            
                                                |  | 1. | Click an object to select it then click the Select Faces button to enable Face Selection mode. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 2. | Select faces on your object using the marquee tool. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 3. | Ctrl + Shift select to add faces. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 4. | 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:
                                        
                                            
                                            
                                            
                                            
                                                |  | 1. | Select a camera and click the COI button to turn on the Center of Interest. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 2. | Manipulate the camera manipulators to move the camera, or manipulate the COI to move the camera around the COI. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 3. | 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:
                                        
                                            
                                            
                                            
                                            
                                                |  | 1. | Select and object and click World to move in world space. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 2. | 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:
                                        
                                            
                                            
                                            
                                            
                                                |  | 1. | Select and object and open Edit > Set Subdivision Level to choose a subdivision level. Alternatively use keyboard shortcuts 0, 1, or 2. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 2. | You can check the subdivision level using Edit > Set Subdivision Level. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 3. | Multiple object selections can be assigned the same level. | 
                                        
                                        Ambient Occlusion
                                        Apply ambient occlusion for soft shadows in cracks and crevices.
                                        
                                        
                                        In the video:
                                        
                                            
                                            
                                            
                                            
                                                |  | 1. | Turn on using View > Ambient Occlusion. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 2. | 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:
                                        
                                            
                                            
                                            
                                            
                                                |  | 1. | Add a hydra surface shader to a Material node. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 2. | Set the shader to katana_surface and add a texture file. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 3. | Drag a material location on to the Parameters tab of a MaterialAssign node. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 4. | Add a statement to the parameters and drag the geometry from the scene graph on to the statement. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 5. | Add a light to a GafferThree node, and in the node's Material tab, add a hydra light shader. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 6. | 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:
                                        
                                            
                                            
                                            
                                            
                                                |  | 1. | Expand the scene graph to show proxy children. | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 2. | Use View > Bounding Boxes and View > Proxy Geometry to toggle . | 
                                        
                                        
                                            
                                            
                                            
                                            
                                                |  | 3. | Expand branches in the scene graph to reveal detailed geometry. |