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Rendering with Arnold in Katana using the KtoA plug-in.
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How to use displacement map in Katana (Ktoa)?

6 REPLIES 6
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Message 1 of 7
Lenkzler
2010 Views, 6 Replies

How to use displacement map in Katana (Ktoa)?

To many days I have spend much more time to find the way working with displacment in katana but I can't meet a solution. please someone show a basic network to make it work.

KtoA-2.0.2.0-kat2.6-linux
Katana 2.6v2
CentOS 7

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6 REPLIES 6
Message 2 of 7
Mike_Farnsworth
in reply to: Lenkzler

There are two ways to set up displacement in KtoA. The first, if you only need one shader node (such as an image node for height displacement) is to create a Material node and you can add an arnoldDisplacementShader (and also an arnoldSurfaceShader for the surface shading):

51-ktoa-disp-material.jpg

The other way is to create a network. Create a NetworkMaterial node, and add a terminal for surface shading (arnold => surface) for your surface shading network, and also add a terminal for displacement shading (arnold => displacement). You can then create ArnoldShadingNode nodes and set the shader type to whatever you need (such as image, noise, plug them through a range shader, etc). The last shader in the displacement network connects to the arnoldDisplacement port on the NetworkMaterial node:

53-ktoa-disp-network.jpg

After that, just use a MaterialAssign node to assign the material (network or regular) to the polymesh or subdmesh locations you want to have the displacement.

Message 3 of 7

Also, I would add that if this still isn't clear, please email support@solidangle.com and we can probably get you a katana file to look at that already has it set up.

Message 4 of 7
Lenkzler
in reply to: Lenkzler

In the first way I can't map tx to standart surface, I always use second way in your post(NetworkMaterial style) but why you have two ArnoldShadingNode for a displacement port.

55-screenshot-from-2017-08-11-12-33-24.png

Message 5 of 7
Mike_Farnsworth
in reply to: Lenkzler

In my example, I had a ramp shader, and connected to that was a noise shader. If you just want to put an image (tx map), you only need one shader. What you did should work just fine.

Message 6 of 7
yeezhao1
in reply to: Lenkzler

Is there any displacement node in katana like the one in maya displacement that provide bump_height (scale) value?

Message 7 of 7
yeezhao1
in reply to: Lenkzler

never mind, I found it in ArnoldObjectSetting.

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