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	<title>Hydra - DIGITAL PRODUCTION</title>
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		<title>RenderMan 27.2 adds USD and XPU updates</title>
		<link>https://digitalproduction.com/2026/03/03/renderman-27-2-adds-usd-and-xpu-updates/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 03 Mar 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[Hydra]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[production rendering]]></category>
		<category><![CDATA[Renderman]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[USD rendering]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[XPU]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=257080</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hatching-camera-range.png?fit=986%2C800&quality=72&ssl=1" width="986" height="800" title="" alt="Three silhouetted figures in dynamic poses against a textured yellow background. The figures are predominantly red, with one in the center appearing partially outlined in a rectangular box, creating a sense of movement and interaction." /></div><div><p>RenderMan 27.2 ships with USD, XPU and workflow updates aimed at production use.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/03/renderman-27-2-adds-usd-and-xpu-updates/">RenderMan 27.2 adds USD and XPU updates</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hatching-camera-range.png?fit=986%2C800&quality=72&ssl=1" width="986" height="800" title="" alt="Three silhouetted figures in dynamic poses against a textured yellow background. The figures are predominantly red, with one in the center appearing partially outlined in a rectangular box, creating a sense of movement and interaction." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:91,&quot;href&quot;:&quot;https:\/\/renderman.pixar.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251227123332\/https:\/\/renderman.pixar.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 20:41:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-04 23:31:58&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-08 20:03:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-12 01:58:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-16 06:53:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 06:32:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-24 06:05:33&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-27 16:51:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-04 23:25:09&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-09 01:08:16&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-13 06:06:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-18 15:02:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-24 17:45:18&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-03 06:16:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-06 12:02:00&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-10 00:07:40&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-13 14:38:00&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-18 11:01:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-25 16:25:32&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-30 07:47:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 09:14:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-06 00:38:16&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-13 19:20:51&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-18 06:29:57&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-22 01:31:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-27 15:22:35&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-27 15:22:35&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13473,&quot;href&quot;:&quot;https:\/\/rmanwiki-27.pixar.com\/space\/REN27\/726761480\/RenderMan+27.2&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13473,&quot;href&quot;:&quot;https:\/\/rmanwiki-27.pixar.com\/space\/REN27\/726761480\/RenderMan+27.2&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://renderman.pixar.com/" title="">RenderMan </a>from Pixar is a production renderer used across VFX and animation. It integrates with basically all DCC apps and USD pipelines.</em></p>



<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/pixar/" title="Pixar">Pixar </a>has released RenderMan 27.2, the latest update to its production rendering system. According to the <a href="https://rmanwiki-27.pixar.com/space/REN27/726761480/RenderMan+27.2" title="">official documentation and release notes</a>, the update focuses on improvements to USD workflows, XPU rendering, and core stability. RenderMan is developed by Pixar and is used in feature animation and VFX production. The 27.2 release follows the established 27 series architecture.</p>



<p class="wp-block-paragraph"></p>



<h3 id="usd-and-hydra-workflow-updates" class="wp-block-heading">USD and Hydra workflow updates</h3>



<p class="wp-block-paragraph">RenderMan 27.2 continues to refine its USD centric rendering path. <a href="https://digitalproduction.com/tag/usd/" title="USD">USD </a>serves as the backbone for scene descriptions in many production pipelines, and RenderMan’s Hydra delegate enables interactive and final-frame rendering of USD stages within host applications. The update includes adjustments to how USD stages are translated and synchronised. Changes affect the evaluation and propagation of attributes from USD primitives into RenderMan’s internal scene representation. This includes refinements to light, material and geometry handling when rendering directly from USD.</p>



<p class="wp-block-paragraph">Behaviour between Hydra-driven rendering and traditional scene translation paths has been aligned in several areas. Parameter evaluation and state updates have been corrected to reduce discrepancies between USD and non-USD workflows. OpenPBR support is extended within USD contexts. OpenPBR is an open material model designed for renderer-agnostic material definition. RenderMan 27.2 improves the mapping and interpretation of OpenPBR parameters, ensuring more consistent shading results when using USD-defined materials.</p>



<p class="wp-block-paragraph">Light handling in USD scenes has been refined, including updates to parameter interpretation and light linking behaviour. Attribute inheritance and override cases have also been corrected in specific scenarios.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/pxrstylizedhatchcontrol.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/pxrstylizedhatchcontrol.png?resize=1200%2C675&quality=72&ssl=1"  alt="A dynamic sculpture depicting figures in motion, seemingly interacting with each other. The background features architectural elements in soft focus, suggesting a bustling urban environment."  class="wp-image-257182" ></a></figure>



<h3 id="xpu-feature-coverage-expands" class="wp-block-heading">XPU feature coverage expands</h3>



<p class="wp-block-paragraph">RenderMan XPU, Pixar’s hybrid CPU GPU rendering architecture, receives additional feature support in 27.2. XPU is designed to distribute rendering workloads across CPU and GPU devices in a single render session. In earlier 27.x builds, some shading nodes and features were restricted to RIS, the CPU based renderer. The 27.2 update brings further parity between RIS and XPU.</p>



<p class="wp-block-paragraph">Additional shading nodes and material features are now supported in XPU. Parameter handling and default values have been aligned more closely with RIS, reducing behavioural differences between the two modes. Updates also affect integrator behaviour and light transport handling in XPU. Certain light types and rendering options now behave consistently across CPU and hybrid modes. Texture evaluation and displacement workflows have been corrected in XPU, addressing cases where results diverged from RIS. This includes fixes to shading artefacts and inconsistencies in displacement evaluation under specific configurations.</p>



<h3 id="shading-system-refinements" class="wp-block-heading">Shading system refinements</h3>



<p class="wp-block-paragraph">RenderMan 27.2 introduces updates across its shading and material system. Changes affect specific shader nodes, parameter ranges and default values. In several cases, adjustments were made to ensure consistent evaluation between RIS and XPU.</p>



<p class="wp-block-paragraph">OpenPBR integration continues to evolve, with improved correspondence between OpenPBR inputs and RenderMan’s internal shading representation. This reduces mismatches when exchanging materials through USD based pipelines.</p>



<p class="wp-block-paragraph">Layered material evaluation has been corrected in edge cases involving texture lookups and attribute overrides. Procedural shading nodes receive fixes addressing order of operations and attribute inheritance issues. Arbitrary Output Variables, or AOVs, are also affected. The update corrects output behaviour in certain configurations, ensuring that custom render passes produce the expected data for compositing workflows.</p>



<h3 id="geometry-and-motion-updates" class="wp-block-heading">Geometry and motion updates</h3>



<p class="wp-block-paragraph">Geometry handling has been refined in 27.2. Subdivision surface evaluation has been corrected in specific cases, particularly when driven by USD scene data. Instancing behaviour and attribute propagation across instances have also been updated to ensure accurate rendering results.</p>



<p class="wp-block-paragraph">Motion blur evaluation receives fixes addressing timing and interpolation of animated attributes. These corrections affect both geometry deformation and transformation blur under certain configurations. Displacement workflows have been adjusted, improving consistency in how displacement is evaluated across rendering modes. This reduces visible discrepancies between CPU and hybrid renders.</p>



<h3 id="volume-rendering-and-lights" class="wp-block-heading">Volume rendering and lights</h3>



<p class="wp-block-paragraph">Volume rendering receives targeted corrections in sampling and shading behaviour. These address edge cases that previously resulted in artefacts or incorrect density evaluation in particular setups. Lighting workflows are refined in both USD and non USD contexts. Light parameter interpretation, linking and shadow behaviour have been corrected where inconsistencies were identified. These changes contribute to more predictable lighting results when switching between RIS and XPU or between traditional and USD based scene translation.</p>



<p class="wp-block-paragraph"></p>



<h3 id="incremental" class="wp-block-heading">Incremental</h3>



<p class="wp-block-paragraph">RenderMan 27.2 is an incremental update focused on expanding USD and XPU coverage, aligning behaviour between rendering modes, and correcting shading, geometry and lighting edge cases. There are no architectural overhauls in this release. Instead, the emphasis is on feature parity, correctness and stability across established workflows.</p>



<p class="wp-block-paragraph">Facilities relying on USD centric pipelines or actively deploying XPU will find broader feature support and fewer fallback scenarios. As always, new tools and innovations should be tested before use in production.</p>



<p class="wp-block-paragraph">// RenderMan 27.2 documentation<br />// <a href="https://rmanwiki-27.pixar.com/space/REN27/726761480/RenderMan+27.2/">https://rmanwiki-27.pixar.com/space/REN27/726761480/RenderMan+27.2/</a></p><p>The post <a href="https://digitalproduction.com/2026/03/03/renderman-27-2-adds-usd-and-xpu-updates/">RenderMan 27.2 adds USD and XPU updates</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">257080</post-id>	</item>
		<item>
		<title>Redshift 2026.3 fixes displacement headaches</title>
		<link>https://digitalproduction.com/2026/02/25/redshift-2026-3-fixes-displacement-headaches/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 25 Feb 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Alembic]]></category>
		<category><![CDATA[AOV]]></category>
		<category><![CDATA[Cinema 4D]]></category>
		<category><![CDATA[displacement]]></category>
		<category><![CDATA[GPU rendering]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Hydra]]></category>
		<category><![CDATA[katana]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[macOS]]></category>
		<category><![CDATA[Maxon]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Metal]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[production rendering]]></category>
		<category><![CDATA[Redshift]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[solaris]]></category>
		<category><![CDATA[texture displacement]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[Windows]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=255625</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/solaris_geometry_light_lop_support.webp?fit=600%2C341&quality=72&ssl=1" width="600" height="341" title="" alt="A 3D-rendered metallic figure is centered in the image, surrounded by three elliptical light trails, set against a gradient gray background. The right side displays software interface tools, indicating an ongoing design or modeling process." /></div><div><p>Redshift 2026.3 is a stability release focused on texture displacement, Hydra USD updates and host bug fixes.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/25/redshift-2026-3-fixes-displacement-headaches/">Redshift 2026.3 fixes displacement headaches</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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23:32:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-16 04:15:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-19 08:18:29&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-22 18:24:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 08:30:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-31 08:13:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-03 12:20:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-08 09:33:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-12 10:24:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-15 11:08:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-18 11:33:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-21 14:55:33&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-24 20:09:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 04:01:33&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-01 07:00:42&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-01 07:00:42&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.maxon.net/en/redshift" title="">Redshift</a> from <a href="https://digitalproduction.com/tag/maxon/" title="Maxon">Maxon</a> is a GPU renderer for <a href="https://digitalproduction.com/tag/c4d/" title="C4D">Cinema 4D</a>, <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya</a>, <a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a>, <a href="https://digitalproduction.com/tag/houdini/" title="Houdini">Houdini</a> and <a href="https://digitalproduction.com/tag/katana/" title="katana">Katana</a>. It targets final-frame GPU rendering and USD Solaris pipelines, sitting at lookdev and lighting in production.</em></p>



<h3 id="consolidation-not-features" class="wp-block-heading">Consolidation, not features</h3>



<p class="wp-block-paragraph"><a href="https://www.maxon.net/">Maxon</a> has released Redshift 2026.3.0. The build includes plugins for Cinema 4D, Maya, 3ds Max, Houdini and Katana. It is a maintenance release focused on stability, host compatibility and incremental displacement updates. No new headline rendering features are introduced.</p>



<p class="wp-block-paragraph">On Apple hardware, Redshift now requires macOS Sonoma 14 or higher. Maxon recommends macOS Tahoe 26.2 as the latest officially supported version, while noting known rendering artefacts on Intel CPU plus AMD GPU systems on Tahoe. On Windows and Linux, updated NVidia driver minimums apply, including specific requirements for Blackwell 50xx GPUs. Linux requires glibc 2.28 or higher.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/YvMFJvB4SQo?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="texture-displacement-cleaned-up" class="wp-block-heading">Texture displacement cleaned up</h3>



<p class="wp-block-paragraph">Texture displacement receives performance improvements and several correctness fixes. The update resolves holes in meshes, vertical artefacts in the software ray tracer and cases where displacement disappeared on tessellated meshes without UVs.</p>



<p class="wp-block-paragraph">Support for smooth normals has been added to texture displacement. The UV Context Projection node gains a new camera selection mode for camera projection mapping.</p>



<p class="wp-block-paragraph">Additional fixes address deformation motion blur with displacement, incorrect auto-bump behaviour, and noisy details on scaled meshes. Material blending issues involving stacking and the Material Blender shader have also been corrected.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/files.trello.com/5db0dc5e4c80247745b66745/6926314651f46cb7f516b3bc/3ffc9be286c73712b0ecc77715f77c6d/image_2026-02-10_121206792.png?w=1200&ssl=1"  alt="https://files.trello.com/5db0dc5e4c80247745b66745/6926314651f46cb7f516b3bc/3ffc9be286c73712b0ecc77715f77c6d/image_2026-02-10_121206792.png?Policy=eyJTdGF0ZW1lbnQiOlt7IlJlc291cmNlIjoiaHR0cHM6Ly9maWxlcy50cmVsbG8uY29tLzVkYjBkYzVlNGM4MDI0Nzc0NWI2Njc0NS82OTI2MzE0NjUxZjQ2Y2I3ZjUxNmIzYmMvM2ZmYzliZTI4NmM3MzcxMmIwZWNjNzc3MTVmNzdjNmQvaW1hZ2VfMjAyNi0wMi0xMF8xMjEyMDY3OTIucG5nIiwiQ29uZGl0aW9uIjp7IkRhdGVMZXNzVGhhbiI6eyJBV1M6RXBvY2hUaW1lIjoxNzcxOTM1NjAwfSwiRGF0ZUdyZWF0ZXJUaGFuIjp7IkFXUzpFcG9jaFRpbWUiOjE3NzE5MzQ5OTl9fX1dfQ__&Key-Pair-Id=K28SYADB5F0657&Signature=jqe1~elqGDMheT217Kv2fS2XXJH9j~l1ct2LUIUrAW~VQh9t-0UAa~fkqNvwTc7xQIBJTiJdtkptbZIZObMgSK7ObU8-jUKWvgCOvV4YpSZeRnqlV~3eintenHJIXTAuDRjSYILzgCwaWAy8Zp~EmaAFp3jerEWuf~tYwRQPni-di0ZxBbywwJYuiI11NMm9tadHgS8t-o-Nr7eNXhyjTU4t7PIW4TgP1OwI5NE33bBn1DZXLj9rgKnE1Gyg8rHy8cLc31Gs2NHHtXHtSxjBaeGURuS0ihlDxoq8gE3T8kd5SThXdq23c6MTwj-PpJKXsy-f6eCUr4oKS-0Ijhl3tg__" ></figure>



<h3 id="hydra-and-solaris-updates" class="wp-block-heading">Hydra and Solaris updates</h3>



<p class="wp-block-paragraph">Redshift adds support for Houdini 21.0.559 and 21.0.596 and drops support for 20.5.654 and 21.0.440. The Hydra delegate now supports the Solaris 21.0 statistics panel in the latest Houdini 21.0 production build.</p>



<p class="wp-block-paragraph">Hydra 2.0 fixes include motion blur limitations, primvars sampling issues, light linking problems, nested instancing errors and live updating of custom light and camera parameters. Support has been added for USD implicit surface primitives, USD mesh lights via the Geometry Light LOP, and updated USD and Alembic procedurals. AOV-related bugs affecting ObjectID, Depth, cryptomatte, deep and Refractions Light Groups have been fixed.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/files.trello.com/5db0dc5e4c80247745b66745/697aee435f0117d85ad3eab3/7ac2fa1718fbf01bbb2e4c5649e4902a/Solaris_DomeLight_Copernicus_Support_1.jpg?w=1200&ssl=1"  alt="https://files.trello.com/5db0dc5e4c80247745b66745/697aee435f0117d85ad3eab3/7ac2fa1718fbf01bbb2e4c5649e4902a/Solaris_DomeLight_Copernicus_Support_1.jpg?Policy=eyJTdGF0ZW1lbnQiOlt7IlJlc291cmNlIjoiaHR0cHM6Ly9maWxlcy50cmVsbG8uY29tLzVkYjBkYzVlNGM4MDI0Nzc0NWI2Njc0NS82OTdhZWU0MzVmMDExN2Q4NWFkM2VhYjMvN2FjMmZhMTcxOGZiZjAxYmJiMmU0YzU2NDllNDkwMmEvU29sYXJpc19Eb21lTGlnaHRfQ29wZXJuaWN1c19TdXBwb3J0XzEuanBnIiwiQ29uZGl0aW9uIjp7IkRhdGVMZXNzVGhhbiI6eyJBV1M6RXBvY2hUaW1lIjoxNzcxOTM1NjAwfSwiRGF0ZUdyZWF0ZXJUaGFuIjp7IkFXUzpFcG9jaFRpbWUiOjE3NzE5MzQ5OTl9fX1dfQ__&Key-Pair-Id=K28SYADB5F0657&Signature=rqKVeYONVMR9iZtRF0jceFzIcDoWGPUde61PtnxzFx-nLf5m7ng2EIr7SnCJ8KJY3pjTYRl9F8j8SqVM~EXMjw6Y0XYahbrjutj8cymIAOQWyRb3xQRrYGYbW8Zj6tnriI3ELmqUmjO777Efu1D6BbvmZFtLRpOvW4KwT3YLef8kT0T1v0~vmZ9sbQG7bYCOty-Ue1qIadflOn1dQrwsvs3oy6UoeOo9J16PL8KyxjoEm90I-Tmq1RdcL28up3o-IRWoDX09V8rG-aSCtFiK~rJsp5FoXRW7anE5esY7PHa10nEDpI~vyIcbi2xKcUMazxX7wZ1QimNTd~~0xsSp5g__" ></figure>



<p class="wp-block-paragraph">Redshift 2026.3 is a stabilisation release aimed at removing pipeline friction introduced in earlier 2026 builds. As always, new tools and innovations should be tested before use in production.</p>



<p class="wp-block-paragraph">// Redshift 2026.3.0 Release Notes<br />// <a>https://support.maxon.net/hc/en-us/articles/Redshift-2026-3-0-2026-02-February-10-2026</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/25/redshift-2026-3-fixes-displacement-headaches/">Redshift 2026.3 fixes displacement headaches</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/solaris_geometry_light_lop_support.webp?fit=600%2C341&#038;quality=72&#038;ssl=1" length="21432" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/solaris_geometry_light_lop_support.webp?fit=600%2C341&#038;quality=72&#038;ssl=1" width="600" height="341" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A 3D-rendered metallic figure is centered in the image, surrounded by three elliptical light trails, set against a gradient gray background. The right side displays software interface tools, indicating an ongoing design or modeling process.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">255625</post-id>	</item>
		<item>
		<title>Katana 9 deepens USD and previews Hydra 2</title>
		<link>https://digitalproduction.com/2026/02/11/katana-9-deepens-usd-and-previews-hydra-2/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 11 Feb 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Foundry]]></category>
		<category><![CDATA[Hydra]]></category>
		<category><![CDATA[katana]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[lighting pipeline]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[Universal Scene Description]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[UsdGaffer]]></category>
		<category><![CDATA[UsdMaterial]]></category>
		<category><![CDATA[UsdSuperLayer]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=252526</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-00-03-introducing-the-new-usdsuperlayer-for-katana-90.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A vibrant digital landscape featuring a glowing tree in autumn colors with swirling leaves against a dramatic sky. The logo 'KATANA 9.0' is prominently displayed in the foreground." /></div><div><p>Katana introduces UsdSuperLayer, new USD lighting and material nodes, and alpha Hydra 2 viewer support.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/11/katana-9-deepens-usd-and-previews-hydra-2/">Katana 9 deepens USD and previews Hydra 2</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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09:38:52&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:3281,&quot;href&quot;:&quot;https:\/\/campaigns.foundry.com\/products\/katana\/whats-new&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250910140307\/https:\/\/campaigns.foundry.com\/products\/katana\/whats-new&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 08:19:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-17 19:22:44&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-06 04:02:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-09 16:49:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-12 18:53:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-17 14:53:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-23 17:21:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 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08:14:22&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13341,&quot;href&quot;:&quot;https:\/\/campaigns.foundry.com\/products\/katana\/whats-new?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260211092042\/https:\/\/campaigns.foundry.com\/products\/katana\/whats-new?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-02-11 09:46:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-17 14:54:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-23 17:28:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-25 08:34:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-22 14:15:39&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-22 14:15:39&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.foundry.com/products/katana" title="">Katana</a> from <a href="https://digitalproduction.com/tag/foundry/" title="Foundry">Foundry</a> is a look development and lighting application used in feature animation and VFX. It sits downstream of asset creation DCCs and upstream of final rendering, managing complex scene assembly and renderer integration.</em></p>



<p class="wp-block-paragraph"><a href="https://www.foundry.com/">Foundry</a> has released <a href="https://campaigns.foundry.com/products/katana/whats-new" title="">Katana 9.0</a>, introducing a new <a href="https://digitalproduction.com/tag/usd/" title="USD">USD </a>centric framework called UsdSuperLayer alongside new USD lighting and material nodes and early support for Hydra 2 in the Viewer. The company positions UsdSuperLayer as a foundational architectural change for USD workflows inside Katana. According to Foundry’s official release, UsdSuperLayer is designed to allow artists and TDs to create and edit any USD prim directly within Katana, with USD treated as the authoritative scene description.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/-QKqKBqh5r8?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="usdsuperlayer-at-node-graph-level" class="wp-block-heading">UsdSuperLayer at Node Graph level</h3>



<p class="wp-block-paragraph">The UsdSuperLayer node is designed to expose the incoming USD stage and allow users to create or edit prims directly on its authoring layer. According to Foundry’s documentation, this layer then feeds back into existing USD native Katana workflows.</p>



<p class="wp-block-paragraph">The purpose is to form a basis for future specialised and custom tools built around a USD native context, with scalability and flexibility as design goals. UsdGaffer is described as a derived example of such a tool. UsdSuperLayer and its derivatives can be edited directly through Katana’s Python API. Foundry states that USD is treated as the “source of truth” for all properties serving as UI elements.</p>



<p class="wp-block-paragraph">A key parameter is primPath. This indicates the path on which the node will create or edit prims. If primPath is changed, any created prims or edits are transferred to the new path. Foundry also states that primPath assists performance by masking stage composition to that path. Users are therefore advised to scope the scene to as minimal a section as possible to attain best performance.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-01-48-introducing-the-new-usdsuperlayer-for-katana-90.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-01-48-introducing-the-new-usdsuperlayer-for-katana-90.png?resize=1200%2C675&quality=72&ssl=1"  alt="Graphic featuring a digital interface with the text &#039;UsdSuperLayer&#039; in a blue and green box. Below, the phrase &#039;rewriting the rules of node-based USD workflows&#039; appears in bold yellow font against a black background."  class="wp-image-252669" ></a></figure>



<p class="wp-block-paragraph">By default, primSpecifier is set to Define, allowing prim creation on new paths. Override and Class specifiers are also available via a dropdown. This menu is customisable using Python Context Menu Plug ins. Documentation is provided under USD Processing Engine and UsdSuperLayer in the developer guide.</p>



<p class="wp-block-paragraph">In the initial release, the context menu supports adding lights by category, adding light filters, adding Rig Xform, Scope and Material prims, renaming locally created prims, and deleting prims or overrides. Downstream UsdSuperLayer nodes cannot fully remove upstream created prims, only their own authored opinions.</p>



<p class="wp-block-paragraph">Light creation is driven by discovery through the SdrRegistry for entries with light as context. Associated API schemas, such as MeshLightAPI and VolumeLightAPI, are auto applied using apiSchemaAutoApplyTo metadata. Foundry states this allows Katana to remain up to date with renderer specific choices while treating USD as the universal source of truth for registered prim data.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-00-11-introducing-the-new-usdsuperlayer-for-katana-90.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-00-11-introducing-the-new-usdsuperlayer-for-katana-90.png?resize=1200%2C675&quality=72&ssl=1"  alt="A computer screen displaying a 3D modeling software interface, showcasing lighting effects in a scene. The left side features images of a landscape and a vehicle, while the right side shows settings for creating lights with color and intensity options."  class="wp-image-252672" ></a></figure>



<p class="wp-block-paragraph">If a light shader defines a Category, a custom menu is generated grouping registered lights by category. By default, the light creation menu appears only on UsdSuperLayer and UsdGaffer nodes.</p>



<p class="wp-block-paragraph">Light filters are created as child prims of selected light prims, with relationships set automatically when possible. If the parent is unsuitable, the filter is created at the same hierarchy level without automatic relationship creation. Deleting a filter removes references from immediate ancestors only. Relationships outside the filter hierarchy remain.</p>



<p class="wp-block-paragraph">The parameter panel is populated based on the currently selected prim in the tree view. At present, it supports single selection and displays the first selected item if multiple prims are selected.</p>



<p class="wp-block-paragraph">Parameter display is handled by Parameter Handler Plug ins. In Katana 9.0, three are shipped: Properties, Metadata and Shader handlers. The Properties handler displays API and Typed schemas on the prim, including locally and upstream authored values via the Stage Parameter Policy. Locally authored attributes not part of current schemas are also shown. The Metadata handler exposes prim level metadata editing. The Shader handler appears if a shader id property is detected and queries the SdrRegistry for matching shader definitions.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-02-18-introducing-the-new-usdsuperlayer-for-katana-90.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-02-18-introducing-the-new-usdsuperlayer-for-katana-90.png?resize=1200%2C675&quality=72&ssl=1"  alt="A 3D-rendered yellow off-road vehicle, a Hummer, driving through a rugged environment with rocky red terrain, accompanied by text promoting USD data integration into Katana."  class="wp-image-252671" ></a></figure>



<p class="wp-block-paragraph">A showIncomingScene toggle exposes upstream created prims for downstream editing. Visual indicators in the tree view include grey U for unchanged prims, yellow E for edited prims, and green N for locally created prims. This provides a high level overview of authored changes at node level.</p>



<p class="wp-block-paragraph">Filtering is supported through setFilteredConcreteSchemas and setFilteredApiSchemas methods, which restrict the tree view to prims matching defined schema filters. If filters are empty, all prims are shown.</p>



<p class="wp-block-paragraph">A SyncSelection toggle mirrors behaviour found in GafferThree, with off, out and in or in out modes. By default, it is set to in out and can be changed in preferences.</p>



<p class="wp-block-paragraph">Transformations can be applied to Xformable prims via Viewer manipulators. Transformations use a new SubEngine feature for the LayerEngine. This relies on attributes stored on the prim using the FnSubEngineAPI multi apply schema, included with FnUsdShim. C plus plus utilities and Python bindings via usg.FnSubEngineAPI are provided.</p>



<p class="wp-block-paragraph">SubEngines allow procedural on demand interpretation of the incoming stage on each traversal. The Engine system is extensible, comparable to the Geolib Op system, and documented in the developer guide under Usd Processing Engine and Engines.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-02-42-introducing-the-new-usdsuperlayer-for-katana-90.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-02-42-introducing-the-new-usdsuperlayer-for-katana-90.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up view of a code snippet on a black background displaying programming syntax. The code includes various functions and parameters, such as &#039;Sun_Light&#039; and &#039;Fill_Light&#039;, with specific float values and tokens related to visibility and color inputs."  class="wp-image-252670" ></a></figure>



<p class="wp-block-paragraph">To transform incoming prims, MakeInteractive must be set to Yes. A right click option allows batch modification of this value. Locally created light prims default to MakeInteractive set to Yes.</p>



<p class="wp-block-paragraph">Visibility can be toggled in the tree view, setting USD visibility on the prim. Four states are defined: incoming, local visible, local invisible and inherited invisible. The tree view toggle cycles between incoming, local invisible and local visible for efficiency.</p>



<p class="wp-block-paragraph">UsdSuperLayer and its derivatives support copy and paste of prims within and across nodes. Name clashes are resolved through enumeration. When copying edited prims, only authored edits are copied.</p>



<p class="wp-block-paragraph">A tab system has been added to the parameters of UsdSuperLayer and derived nodes, with each tab representing a ParameterHandlerPlugin whose label and ranking priority can be adjusted.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-00-08-introducing-the-new-usdsuperlayer-for-katana-90-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-00-08-introducing-the-new-usdsuperlayer-for-katana-90-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="An aerial view of a military aircraft on a rugged terrain. The background is a deep reddish hue, complementing a software interface showcasing the features of UsdGaffer, highlighting a new lighting node."  class="wp-image-252663" ></a></figure>



<h3 id="usdgaffer-specialises-for-lighting" class="wp-block-heading">UsdGaffer specialises for lighting</h3>



<p class="wp-block-paragraph">UsdGaffer is described as the first specialised node derived from UsdSuperLayer, focused on lighting workflows. Its primPath defaults to /lights, causing new light prims to be created under a /lights Scope prim, for example /lights/distantlight1.</p>



<p class="wp-block-paragraph">The tree view applies filters to show only prims using specific Typed and API schemas relevant to lighting. Typed schemas include UsdLuxBoundableLightBase, UsdLuxLightFilter, UsdGeomXform, UsdLuxNonboundableLightBase, UsdLuxPluginLight and Scope. API schemas include UsdLuxLightAPI, UsdLuxVolumeLightAPI and UsdMeshLightAPI. Context menu options are inherited from UsdSuperLayer but filtered for lighting tasks. In addition to light and filter creation, Add Rig Xform and Add Scope options are provided. Pressing R in the tree view creates a Rig.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-00-34-introducing-the-new-usdsuperlayer-for-katana-90-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-00-34-introducing-the-new-usdsuperlayer-for-katana-90-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="An updated user interface of Gaffer software displayed on a dark background, showing light settings such as DomeLight and DiskLight. The text highlights &quot;Updated Gaffer UI for light visibility,&quot; indicating enhancements in lighting control features."  class="wp-image-252662" ></a></figure>



<p class="wp-block-paragraph">UsdGaffer introduces a linking tab for creation and editing of light and shadow linking relationships. Incoming upstream linking properties are also displayed. Foundry notes that in USD defaults, includeRoot in light and shadow linking collections is active. Linking collections can be edited via relationship or membership expressions. If includeRoot is enabled or includes or excludes paths are specified, membershipExpression mode is ignored. Collections can be inspected in the Scene Explorer by activating the Collections view tab and selecting the light’s Collections working set.</p>



<h3 id="usdmaterial-as-lightweight-tool" class="wp-block-heading">UsdMaterial as lightweight tool</h3>



<p class="wp-block-paragraph">Katana 9.0 adds a UsdMaterial node with three modes: create, edit shader and edit interface. Create mode generates a single shader material under the prim path defined by materialPrimPath. Edit shader mode targets an existing Shader prim defined in shaderPrimPath, populating incomingShaderNode and shader properties from the SdrRegistry. Edit interface mode targets an existing Material prim whose contained shader properties have been promoted to its public interface.</p>



<p class="wp-block-paragraph">Foundry explicitly states that UsdMaterial is not a substitute for a future look development toolset in the USD native space. It is described as a lightweight tool to create single shader materials and edit existing Material setups on an individual prim basis.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-02-48-introducing-the-new-usdsuperlayer-for-katana-90.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-02-48-introducing-the-new-usdsuperlayer-for-katana-90.png?resize=1200%2C675&quality=72&ssl=1"  alt="A vibrant tree with glowing golden leaves stands in an open field, surrounded by tall grass and dark mountains under a cloudy sky. A small stream reflects the warm light of the tree."  class="wp-image-252664" ></a></figure>



<h3 id="hydra-2-rendering-behind-an-env-var" class="wp-block-heading">Hydra 2 rendering behind an env var</h3>



<p class="wp-block-paragraph">Katana 9.0 includes an initial implementation of Hydra 2.0 rendering. This workflow is gated behind an environment variable. Setting KATANA_ENABLE_HYDRA2 to 1 enables two new features: the Hydra 2.0 Viewer tab and the Hydra Scene Browser tab.</p>



<p class="wp-block-paragraph">Foundry describes this as a first glimpse of what an end to end Hydra rendering solution could look like in Katana, from viewport to final frame image. The Hydra 2.0 Viewer tab renders only Hydra 2.0 data. It differs from the existing Viewer tab and can be used as a quality check to compare rendered images to the Hydra 1 viewport.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-03-31-introducing-the-new-usdsuperlayer-for-katana-90.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-03-31-introducing-the-new-usdsuperlayer-for-katana-90.png?resize=1200%2C675&quality=72&ssl=1"  alt="A blurred night scene featuring a glowing tree with shimmering lights, overlayed with the text &#039;Hydra 2.0 support (alpha)&#039; in white and pink lettering."  class="wp-image-252665" ></a></figure>



<p class="wp-block-paragraph">In this iteration, USD stages render in the Hydra 2.0 viewport but not through expansion based loading. Some Geolib attributes also render, but Foundry states that parity with Hydra 1.0 has not yet been achieved.</p>



<p class="wp-block-paragraph">The implementation for rendering Geolib data derives from an internal library, FnHdBridge2.0, which will not be publicly available. Default lighting is not included in the Hydra 2.0 Viewer, although default materials are present and can be overridden by assigned materials.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-03-42-introducing-the-new-usdsuperlayer-for-katana-90.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-03-42-introducing-the-new-usdsuperlayer-for-katana-90.png?resize=1200%2C675&quality=72&ssl=1"  alt="A realistic 3D rendering of a dragon, called &quot;Hydra 2.0 (alpha),&quot; positioned on a sandy beach with rocky cliffs in the background. The dragon has multiple heads, detailed scales, and large wings casting shadows on the ground."  class="wp-image-252666" ></a></figure>



<p class="wp-block-paragraph">To compare images between viewerports when rendering Geolib attributes, default lighting and basic material toggles must be disabled in the Hydra 1 Viewer. For USD data, a GafferThree must be placed in the scene to render basic materials.</p>



<p class="wp-block-paragraph">A shim layer has been implemented to allow studios to write their own SceneIndexFilters. This requires building Katana’s FnUsdShim against a studio’s own USD version. Instructions are located under the FnUsdShim directory in the Katana installation. Foundry recommends that users with custom render delegates begin this process.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-03-36-introducing-the-new-usdsuperlayer-for-katana-90.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-03-36-introducing-the-new-usdsuperlayer-for-katana-90.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up of a detailed dragon sculpture with textured scales and spiky features, set against a blurred background. Text overlays highlight the flexibility of Hydra 2.0 for using any renderer."  class="wp-image-252667" ></a></figure>



<h3 id="hydra-scene-browser-for-debugging" class="wp-block-heading">Hydra Scene Browser for debugging</h3>



<p class="wp-block-paragraph">An experimental Hydra Scene Browser tab accompanies the Hydra 2.0 Viewer. It displays the unflattened Hydra scene, similar in concept to scene graph navigation in usdview, but with the added ability to show Geolib data being fed into Hydra. Its stated intention is to help debug scenes prior to final frame rendering.</p>



<p class="wp-block-paragraph">In this iteration, the Hydra Scene Browser does not show USD data being fed into Hydra. Foundry indicates that this will be updated in later iterations.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-03-43-introducing-the-new-usdsuperlayer-for-katana-90.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/qkqkbqh5r8-00-03-43-introducing-the-new-usdsuperlayer-for-katana-90.png?resize=1200%2C675&quality=72&ssl=1"  alt="A large, detailed dragon with textured scales standing on a sandy beach, surrounded by rocky cliffs under a bright blue sky. The dragon&#039;s wings are partially spread, showcasing intricate patterns. Text overlay indicates it&#039;s a preview for Hydra 2.0."  class="wp-image-252668" ></a></figure>



<p class="wp-block-paragraph">The tab contains three panes. The left pane lists Hydra prims within the selected terminal scene index in a tree view. The middle pane shows Hydra prim data sources associated with the selected prim, expandable to leaf level. The right pane displays source values for the selected data source.</p>



<p class="wp-block-paragraph">Additional controls include Choose Scene Index, Inputs for selecting upstream scene indices, Show Notice Logger for recording dirtied, added, removed or renamed events, and Write to file, which exports the scene to a text file and reports its location in the Katana terminal.</p>



<h3 id="vfx-reference-platform-cy2025-and-usd-update" class="wp-block-heading">VFX Reference Platform CY2025 and USD update</h3>



<p class="wp-block-paragraph">Katana 9.0 updates to VFX Reference Platform 2025. Listed versions include GCC 11.2.1, glibc 2.28, Visual Studio 2022 toolset, Windows SDK 10.0.22621, Python 3.11.11, Qt 6.5.3 modified, PySide 6.5.3, OpenEXR 3.3.2, OpenSubdiv 3.6.0, Alembic 1.8.8, OpenColorIO 2.4.2, Boost 1.85.0, Intel TBB 2021.13.0, OpenVDB 12.0.0 and NumPy 1.26.4. Outside the VFX Reference Platform, Katana 9.0 updates to USD 25.08.</p>



<p class="wp-block-paragraph">Studios upgrading from earlier Katana versions will need to validate plug-ins, render delgeates and pipeline integrations against these updated dependencies. As always, new tools and innovations should be tested in your own pipeline before use in production.</p>



<p class="wp-block-paragraph">// <a href="https://campaigns.foundry.com/products/katana/whats-new?utm_source=chatgpt.com">https://campaigns.foundry.com/products/katana/whats-new</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/11/katana-9-deepens-usd-and-previews-hydra-2/">Katana 9 deepens USD and previews Hydra 2</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">252526</post-id>	</item>
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		<title>Rays Behaving Badly No More: MoonRay 2.34.0.1 Fixes the Path</title>
		<link>https://digitalproduction.com/2026/01/06/rays-behaving-badly-no-more-moonray-2-34-0-1-fixes-the-path/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 06 Jan 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arras]]></category>
		<category><![CDATA[debug]]></category>
		<category><![CDATA[DreamWorks]]></category>
		<category><![CDATA[GPU]]></category>
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		<category><![CDATA[macOS]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[MoonRay]]></category>
		<category><![CDATA[OpenMoonRay]]></category>
		<category><![CDATA[raytracing]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/paper.png?fit=1200%2C600&quality=72&ssl=1" width="1200" height="600" title="" alt="Three glass optics—two spherical lenses and one rectangular prism—float above a page filled with mathematical equations and diagrams. The lenses reflect a hint of greenery, while the text is displayed clearly beneath them." /></div><div><p>MoonRay 2.34.0.1 lands with a light path visualiser, better macOS and Linux builds, smarter lightsets, and fewer crashes for your next render night.</p>
<p>The post <a href="https://digitalproduction.com/2026/01/06/rays-behaving-badly-no-more-moonray-2-34-0-1-fixes-the-path/">Rays Behaving Badly No More: MoonRay 2.34.0.1 Fixes the Path</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/paper.png?fit=1200%2C600&quality=72&ssl=1" width="1200" height="600" title="" alt="Three glass optics—two spherical lenses and one rectangular prism—float above a page filled with mathematical equations and diagrams. The lenses reflect a hint of greenery, while the text is displayed clearly beneath them." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:9936,&quot;href&quot;:&quot;https:\/\/docs.openmoonray.org&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251230221144\/https:\/\/docs.openmoonray.org\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-06 07:00:59&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-11 19:17:56&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-20 04:25:58&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-29 08:59:01&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-03 02:46:35&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-07 19:54:24&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-04 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10:58:44&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:9939,&quot;href&quot;:&quot;https:\/\/github.com\/dreamworksanimation\/openmoonray\/releases&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251103013436\/https:\/\/github.com\/dreamworksanimation\/openmoonray\/releases&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-06 07:01:10&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-11 19:18:34&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-20 04:26:42&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-29 08:59:25&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-07 19:57:48&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-04 18:07:09&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-09 03:40:58&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-03-09 03:40:58&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://docs.openmoonray.org" title="">MoonRay</a> is <a href="https://www.dreamworks.com/" title="">DreamWorks Animation</a>’s in-house <a href="https://graphics.stanford.edu/courses/cs348b-01/course29.hanrahan.pdf" title="">Monte Carlo path tracer</a>, open-sourced in 2023 under Apache 2.0. It drives DreamWorks’ film rendering pipeline and supports hybrid CPU/GPU (XPU) modes. MoonRay integrates with DCCs via its Hydra delegate (hdMoonRay) for tools such as <a href="https://digitalproduction.com/tag/houdini/" title="Houdini">Houdini</a> and <a>Katana</a>. The project includes the <a>Arras</a> framework for distributed rendering and collaboration across clusters.</em></p>



<h3 id="light-path-visualiser-enters-the-scene" class="wp-block-heading">Light Path Visualiser Enters the Scene</h3>



<p class="wp-block-paragraph">The new light path visualiser in <em>moonray_gui</em> is the most visible change in version 2.34.0.1. It lets artists trace how rays travel through a scene, showing how light interacts with surfaces, volumes, and materials. The visualisation is colour-coded by ray type and can reveal sampling or shading inconsistencies that are otherwise invisible. It also serves as a diagnostic tool for debugging light source or material behaviour.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.openmoonray.org/assets/images/user-reference/tools/light-path-visualizer/basic_demo.gif?w=1200&ssl=1"  alt="" ></figure>



<h3 id="platform-updates-macos-tahoe-joins-linux-builds-simplified" class="wp-block-heading">Platform Updates: macOS Tahoe Joins, Linux Builds Simplified</h3>



<p class="wp-block-paragraph">MoonRay can now build natively on macOS Tahoe, with Sonoma and Sequoia still supported. The renderer also benefits from dependency updates and inculde fixes, easing compilation on a broader range of Linux distributions. The release aligns with both VFX Reference Platform 2024 and 2025, ensuring compatibility with current production libraries and compilers.</p>



<h3 id="new-features-across-the-pipeline" class="wp-block-heading">New Features Across the Pipeline</h3>



<p class="wp-block-paragraph">Version 2.34.0.1 expands flexibility for lighting and shading setups. Per-lobe lightsets are now available in both vector and XPU modes, allowing finer control of multi-lobe BSDFs. Image maps gain bindable “scale” and “offset” attributes, and SceneVariables documentation for image sizing has been clarified. Performance-wise, MoonRay now shares CPU and memory affinity data between processes using shared memory, improving parallel job efficiency. Timing measurements have switched to a more efficient RDTSC-based method for NUMA [non-uniform memory access] systems, offering more stable profiling results. Artists can also now select lights and cameras for object-space transformations directly in map shaders, simplifying custom shading graph workflows.</p>



<h3 id="fixes-from-subsurface-scatter-to-fisheye-crashes" class="wp-block-heading">Fixes: From Subsurface Scatter to Fisheye Crashes</h3>



<p class="wp-block-paragraph">A long list of bug fixes makes this release notably production-friendly. Key repairs include:</p>



<ul class="wp-block-list">
<li>Fixed a <strong>mesh tessellation issue</strong> in tiled renders with the <em>FisheyeCamera</em>.</li>



<li>Resolved <strong>DwaTwoSidedMaterial</strong> artefacts caused by previous lobe lightset work.</li>



<li>Corrected <strong>crashes</strong> when exceeding BSDF lobe limits or loading oversized <em>MeshLights</em>, which now trigger warnings instead.</li>



<li>Addressed a <strong>memory usage spike</strong> in vector and XPU modes.</li>



<li>Fixed <strong>missing lightset assignments</strong> in vector subsurface scattering and adjusted over-bright subsurface shading on creases.</li>



<li>Corrected <strong>normal direction errors</strong> in scalar mode and improved <strong>TransformSpaceMap</strong> behaviour.</li>



<li>Fixed adaptive light sampling, volume bounce contributions, and a crash in <strong>OpenImageIO 2.4.8</strong> statistics when no images were opened.</li>
</ul>



<h3 id="under-the-hood-clean-up-and-refactoring" class="wp-block-heading">Under the Hood: Clean-Up and Refactoring</h3>



<p class="wp-block-paragraph">DreamWorks also restructured several internal libraries. The noise library moved from <em>moonshine/lib/common</em> to <em>moonray/lib/common</em>, simplifying dependencies. The integrator logic for Cryptomatte was reduced in complexity, and redundant intersection path types were removed. Code clean-up continues across <em>lib/rendering/shading</em>, improving maintainability without changing behaviour.</p>



<h3 id="availability" class="wp-block-heading">Availability</h3>



<p class="wp-block-paragraph"><a href="https://openmoonray.org" title="">MoonRay 2.34.0.1</a> is available now as open-source via the <a href="https://github.com/dreamworksanimation/openmoonray/releases" title="">official repository</a>. It can be compiled for Linux and macOS (Tahoe, Sonoma, and Sequoia). GPU rendering requires NVIDIA CUDA/OptiX or Apple Silicon.</p>



<h3 id="caution-before-production" class="wp-block-heading">Caution Before Production</h3>



<p class="wp-block-paragraph">As with any open-source renderer update, production users should validate the build and test scene compatibility before deployment in live pipelines.</p><p>The post <a href="https://digitalproduction.com/2026/01/06/rays-behaving-badly-no-more-moonray-2-34-0-1-fixes-the-path/">Rays Behaving Badly No More: MoonRay 2.34.0.1 Fixes the Path</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:description type="html"><![CDATA[Three glass optics—two spherical lenses and one rectangular prism—float above a page filled with mathematical equations and diagrams. The lenses reflect a hint of greenery, while the text is displayed clearly beneath them.]]></media:description>
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