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Rendering with Arnold in Katana using the KtoA plug-in.
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Render curve with KtoA

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Message 1 of 5
Mr.baiking
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Render curve with KtoA

I've found that render curve with KtoA is shorter than in maya ,curve is native maya CV Curve ,I've tried export Bezier Curve from maya and render in katana ,seems that is match with maya.

What is make curve render shorter with KtoA?How to resolve it?

148-maya.jpg

149-katana.jpg

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Message 2 of 5
Mr.baiking
in reply to: Mr.baiking

Anyone know why?

Message 3 of 5

In KtoA, you must set the curves basis to match what Maya is doing; please see the ArnoldObjectSettings node, in the "Points & Curves" section, for the "curve_basis". In particular, if it's using the b-spline (the default) or catmull-rom modes you would need repeated endpoints to reach the first and last control points, because Arnold uses a uniform knot vector (in other words, these curves are not NURBS, they're just vanilla cubic splines).

Chances are you just need to set the curves basis and it will match up, especially for bezier curves. If after checking that it does't match, please send an email to support@solidangle.com with your test case and we'll have a look.

Message 4 of 5

Thanks Mike for your great explain of that ,I'll have a try .

Message 5 of 5

Hi Mike, how to do "repeated endpoints to reach the first and last control points"?

"bezier,hermite,power" gave me an error : invalid number of points (found 5, expected 4 or 7)

I've tried all the mode of curves basis, none of it match up the curves length

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