Installation

The Arnold for Katana plugin comes with Arnold core bundled, but without the SDK.  Setting it up generally requires pointing to your license server(s), setting KATANA_RESOURCES, and launching Katana.

KtoA

KtoA comes bundled with Arnold core, and is tuned to work with the version it is bundled with.  It also has additional plugins, such as common shaders, volume plugins (OpenVDB volumes), kick, the Arnold python API, and so on.  Generally to launch Katana with KtoA you just need to expand the KtoA tarball and set the following environment variables, customized to your environment (the PATH and license variables are not required):

Each KtoA version comes pre-qualified for particular Arnold core and Katana versions and comes bundled with a particular Arnold core version. Please see the release notes for each KtoA version for compatibility.

Setting Environment Variables

Note that on Windows, KtoA comes with an example script to launch Katana with KtoA: launchScript.bat.  You can readily customize that script rather than set your own environment variables.

On Linux, after installing Katana and downloading KtoA, the following environment variables ought to be set, and an example of each is given:

  • KTOA_ROOT is a convenience for setting the other environment variables; neither KtoA nor Katana make direct use of it.
  • PATH could be modified to include at least the KtoA bin directory and additionally you can include $KATANA_HOME as well to place the katana binary in your path for convenience.
  • KATANA_RESOURCES should be set or modified to include the KtoA renderer resources; this is simply the path to the KtoA installation directory.

On Linux, if you are using a bash shell, you should consider creating a script to set the main environment variables and launch Katana for you.

More Environment Variables

There are a few more environment variables of interest:

  • KTOA_LOAD_VERBOSITY: how chatty do you want Arnold to be when loading shaders/plugins for e.g. Katana material nodes.  Values are quiet, normal, and debug, where debug is the default.  This can help diagnose issues such as missing shaders or OSL shaders that can't be compiled.
  • PYTHONPATH: you may want to extend this to include the python subdirectory of your Arnold installation ($KTOA_ROOT/python)
  • (deprecated) ARNOLD_SHADERLIB_PATH: you may extend the areas that Katana searches for your Arnold shaders with this variable
  • ARNOLD_PLUGIN_PATH: you may extend the directories that KtoA searches for your Arnold shaders, procedurals, volumes, drivers, etc plugins
  • PATH: if you wish to use kick or maketx directly from KtoA, please append to this the path to the bin subdirectory of KtoA
  • LD_LIBRARY_PATH: usually does not need to be set, but to get access to libai.so it may be necessary to append the bin subdirectory of KtoA
  • (deprecated) ARNOLDTREE: This is not used anymore.  It used to specify the path to your Arnold installation root. This is not used by Arnold itself, but by Katana's Arnold integration; if you do not set this, you could instead symlink the path from your Arnold installation to /usr/local/arnold

Licensing Environment Variables 

Although not specific to Katana, you may want to set the following environment variables to remove the Arnold watermark from your rendered images:

  • foundry_LICENSE is set to your port and license server for Katana, e.g. 4101@localhost; please see The Foundry's documentation on licensing of Katana for more information
  • ADSKFLEX_LICENSE_FILE is set to your port@host for Autodesk CLM licensing of Arnold
  • solidangle_LICENSE is set to your port and license server for Arnold, e.g. 5053@localhost; or, it is set to the path of your node-lock license file
  • (deprecated) ARNOLD_LICENSE_HOST is set to your license server for Arnold, possibly localhost
  • (deprecated) ARNOLD_LICENSE_PORT is set to your license server's port, usually 5053

 

 

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