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Chainarong Wanachaisong avatar image
Chainarong Wanachaisong asked ·

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

arnold5displacementkatanakicklinux
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Mike Farnsworth avatar image
Mike Farnsworth answered ·

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):

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:

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.


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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.

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Yi Zhao avatar image
Yi Zhao answered ·

never mind, I found it in ArnoldObjectSetting.

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Yi Zhao avatar image
Yi Zhao answered ·

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

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Chainarong Wanachaisong avatar image
Chainarong Wanachaisong answered ·

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.


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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.

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