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Cleaning some KatoA Args files

4 REPLIES 4
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Message 1 of 5
Anonymous
227 Views, 4 Replies

Cleaning some KatoA Args files

Cleaning some KatoA Args files, especially with small screen like laptop.

Here is the original one
7863-std-standard-1.jpg
and here is the corrected one
7864-std-standard-2.jpg
Grab the file here, just override the Args folder or rename it

Args.zip

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4 REPLIES 4
Message 2 of 5
pal.mezei
in reply to: Anonymous

Hi!


Thank you for the example and images, it is definitely something we should solve for all our shaders. There are lots of parameters that are not grouped correctly and clutter the network material interface.


I created ktoa ticket 510 to track this task.


Cheers,

Pal.

Message 3 of 5
pal.mezei
in reply to: Anonymous

Hey!


Wanted to let you know that this is going to be improved in the next KtoA version for every shader that already had pages or had too many parameters: color_correct, gobo, image, layer_float, layer_rgba, layer_shader, physical_sky, shadow_matte, shuffle, skydome_light, standard_hair, standard_surface, standard_volume, toon, uv_transform, volume_sample_float and volume_sample_rgb.


We are also investigating what's the best approach for the rest of the nodes, like noise.


Cheers,

Pal.

Message 4 of 5
Anonymous
in reply to: pal.mezei

That's great, I already did that for all args, take a look at my first post (Args.zip).
The same thing for MtoA shaders most of them have doubling parameters in extra Attributes (aeTemplates), I corrected all of them, zipped and posted here last year, but no one care!
hope the technical team can correct it !

Message 5 of 5
pal.mezei
in reply to: Anonymous

Hi,


I'm sorry for the lack of reply to your previous post. I didn't use your args files in the end, it was easier for me to make the modifications locally and match it up with our other packages. (mainly Maya and Houdini)

But all this is just a temporary measure, I just fixed some of the worst offenders. A long term solution is to unify node UI layout across our plugins and rely on automatically generating the Katana args, either when the plugin loads or when the project builds.


Cheers,

Pal.

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