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Assigning a Viewer Light Shader
As supplied, the Katana Viewer supports a single type of OpenGL spotlight, which corresponds to the Katana Spotlight final render light. For lights of types other than Katana Spotlight to display in the Viewer, they must have a Viewer light shader assigned.
It is this Viewer light shader, not a renderer's shader, that the Viewer displays when in Shaded (raw) or Shaded (filmlook) modes. For example, create a primitive, and assign it a material that also has a Viewer material shader. Create a light, then observe the Viewer output in Shaded (raw) mode.
1. | Open the recipe created in Assigning a Viewer Material Shader. |
2. | Select the GafferThree node, then the light you created earlier, and go to its Material tab. |
3. | Click Add Shader and select light from the dropdown menu. |
4. | Select one of the following lights as the shader type: KatanaBasicPointlight, KatanaBasicSpotlight, or KatanaSpotlight. |
5. | Change the Viewer to Options > Shaded (raw) mode. |
The Viewer shows the Viewer light, and changes to the Viewer light update in the Viewer.