Download and Installation

Arnold, KtoA, and other downloads are available here. Installation instructions come with KtoA, but can also be viewed here: Installation.


  • Arnold: 5.0.2+
  • Katana: 2.5v6+, 2.6v1+
  • Platforms:
    • Linux: x86-64, RHEL 6+ or compatible glibc
    • Windows: 7+ on x86-64, with VC++ 2015 redistributable installed


  • Update to Arnold included core version has been updated to with a handful of handy bug fixes.

  • Asset and sequence support for OpenVDB and standin nodes: ArnoldOpenVDBSurface, ArnoldOpenVDBVolume, and ArnoldStandin nodes and their underlying ops now use the asset plugins to resolve filenames, including frame sequences. (#262)

  • Gafferthree auto-wiring surface shaders to blocker shader parameter: Auto-wiring of surface shaders to various parts of a light was introduced in version 2.0.6. This version adds one more, where if a light or light filter package in gafferthree has a light blocker filter, and a surface shader slot is added it will automatically be connected to the shader parameter of the light blocker. In sum, this brings the following rules, applied in order, for auto-wiring of shaders together in gafferthree: (#266)

    • skydome_light, quad_light, and mesh_light: if a surface shader slot is added to the light, it is auto-wired to the color parameter of the skydome and interpreted as an importance map.

    • gobo: if this light filter is added to a spot_light (which is the only light that supports it), and a surface shader slot is added, it is auto-wired to the slidemap parameter of the gobo. Note this also works if a separate light filter package is created with a gobo.

    • light_blocker: if this light filter is added to any light (except skydome, quad and mesh lights), and a surface shader slot is added, it is auto-wired to the shader parameter of the light blocker. Note this also works for all light types if the light blocker is created as a separate light filter package, then a surface shader slot is added to the light filter package.

  • Global shaders update in live rendering: shaders not attached to a shape location (such as polymesh or pointcloud) previously would not update if changed during live rendering. Now any shaders force-exported (via ArnoldMaterialSettings) or set on global slots like the atmosphere or background of ArnoldGlobalSettings will update during live rendering. (#257)

Bug Fixes

  • #263 KTOA outputs wrong indexes for arbitrary data received from Houdini Alembics

  • #264 Interpret arbitrary float data with elementSize set as an appropriate Arnold type

  • #257 Shaders not assigned to shape locations not updating in live rendering
  • #244 Live render threads reset to 0 with no local override


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