Getting Started with Katana and Redshift
In this Tutorial, creative Specialist Terry Riyasat takes a look at Redshift in Katana. He goes over how to modify your Launcher Script so that it includes your Redshift plug-ins, as well as what to expect inside Katana once they're loaded.
Terry takes a look at some of the most common nodes you'll see when using Reshift, how to access renderer-specific nodes in NetworkMaterial nodes, how to adjust the render settings for Redshift, and much more. He also takes a look at how RedshiftOutputDefine and RenderOutputDefine nodes can be used to create AVOs, as well as how to save your AOVs to LiveGroups, making it easy to share and reuse your work across projects and teams.
Wondering how to write a launcher script for Katana? Take a look at How to Write a Launcher Script to Load Plugins
Want to know how to use RenderMan with Katana? Head over to Getting Started with Katana and Renderman
Terry takes a look at some of the most common nodes you'll see when using Reshift, how to access renderer-specific nodes in NetworkMaterial nodes, how to adjust the render settings for Redshift, and much more. He also takes a look at how RedshiftOutputDefine and RenderOutputDefine nodes can be used to create AVOs, as well as how to save your AOVs to LiveGroups, making it easy to share and reuse your work across projects and teams.
Wondering how to write a launcher script for Katana? Take a look at How to Write a Launcher Script to Load Plugins
Want to know how to use RenderMan with Katana? Head over to Getting Started with Katana and Renderman