![]() There is no need to "load" the RfK plugin. Macros for features such as Denoise and Holdouts.Viewer manipulators and modifiers for PRMan lights.GafferThree extensions for PRMan lights.Device drivers for Preview and Live rendering are now combined.Although RfK is generally referred to as a "plugin" it is in actually a collection of plugins, nodes, macros and other tools which together allow the Katana user full access to the PRMan rendering system. The RenderMan plugin for Katana plays a dual role in a production pipeline it is the bridge by which a user generates rendered images from a Katana scene as well as the provider of access to the tools for building the 3D elements within the scene. RenderMan for Katana (RfK) provides seamless access to RenderMan's powerful rendering system for Katana users, who can take advantage of the plugin's flexibility to create an optimal, customized pipeline. The default values should suffice for most users.Katana's powerful and flexible look development environment combined with RenderMan's state-of-the-art rendering technology come together to offer the user a remarkable out-of-the-box experience for for high-end lighting and rendering. If you feel IT is not interpreting the incoming image correctly you can override it using a long list of color profiles. This can be found in the main IT menu under View > Image Color Space > Automatic. If everything is setup correctly in the Display mapping preferences, IT will be able to interpret images correctly.Remember to set IT to display 32-bit color depth (float) in the RMS render option box to avoid color banding and clipping.This can be found in the main IT menu under View > Display View > sRGB. Remember, IT is not actually modifying the image, it's only showing you the image with a sRGB LUT. This means you don't have to change anything if rendering to the framebuffer. RenderMan defaults IT to a sRGB LUT, which is the best way to view images rendered with a linear workflow.Now that we have effectively modified the input images, we need to view them correctly. Thankfully, PxrTexture has a simple Linearize checkbox you can enable if you need to gamma correct your texture. If you're using PxrTexture instead of Maya file nodes to read textures, you need to linearize textures manually. Which translates into wrong colors, wrong light, but proper display. No INPUTS are color managed, therefore all the CALCULATIONS happen incorrectly, but the OUTPUT display is in sRGB. ![]() This is another common example of bad color management. Which translates into wrong colors, wrong light and wrong display. No INPUTS are color managed, therefore all the CALCULATIONS happen incorrectly and the OUTPUT display is linear. This is the default in most applications including Maya. This is where the knowledge of a proper imaging workflow comes in to save the day. In fact, the default gamma workflow for many 3D software is incorrect. This would be simple enough if every software would play by the same rules, but they don't. Pixar's IT viewer can compensate by showing the rendered image through a sRGB look up table (LUT), which is identical to what will be the final image after the sRGB gamma curve is applied in post. Because the resulting linear image in not suitable for viewing, but contains all the proper data.Because light works linearly and therefore only works properly when it lights linear values.
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