In this tutorial, I walk through how to create flexible material overrides inside Katana using Arnold shaders. We will cover both inheritance-based workflows and fully custom setups, while also exploring CEL statements/csutom statements for precise material assignments.
You’ll learn how to:
Create a Child Material that inherits from an existing material.
Build a completely New Material using a standard_surface shader.
Assign materials to specific parts of your asset using Paths and Custom CEL Statements for rule-based assignments instead of manual paths.
Organize your setup with a GroupStack, and understand why it is more powerful than a regular Group node.
By the end, you will have a clean and non-destructive workflow for overriding materials in Katana, perfect for look development in production.
This video is part of my Katana series, where I focus on practical, production-ready techniques for material creation, shading, and rendering with Arnold.
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