# LOOKDEV — Knowledge MOC > [!abstract] About this MOC > Everything related to **LOOKDEV** — PBR theory, shading fundamentals, production references, and renderer-specific nodes & workflows (Arnold, Renderman, Karma). Start with the *Fundamentals* section if you are new; use the *Per-Renderer* section as a lookup reference once you know the theory. --- ## 🧭 Reading Order for Newcomers 1. **Theory first** → [[Notes/SHADING Theory And Practice|SHADING Theory And Practice]] 2. **Coordinate spaces** → [[Coordinate system]] 3. **Safe albedo ranges** → [[PBR Albedo guide for Lighting Artists (but not only)]] 4. **Measured material data** → [[PBR values database]] 5. **Deliver a turntable** → [[How to make Turntable for lookdev]] 6. **Jump to your renderer** — see the *Per-Renderer* section below. --- ## 📚 Fundamentals Evergreen concepts that apply regardless of the renderer. - [[Notes/SHADING Theory And Practice|SHADING — Theory & Practice]] — PBR theory, every lobe of Arnold `standard_surface`, and a practical lookdev checklist. - [[Coordinate system]] — UV / tangent / object / world space — when each one matters. --- ## 📊 Reference Data Look-up tables and measured values — consult while you shade. - [[PBR Albedo guide for Lighting Artists (but not only)]] — acceptable albedo ranges (30–240 sRGB), avoiding blown blacks and whites. - [[PBR values database]] — measured F0 / IOR / roughness values per real-world material. --- ## 🎬 Production Guides Concrete deliverables expected on a production. - [[How to make Turntable for lookdev]] — turntable setup for lookdev review (lighting rig, rotation speed, frame count). --- ## 🎨 Per-Renderer ### Arnold - **Nodes** - [[RaySwitch]] — route different shaders based on the ray type (camera, shadow, reflection…). - **Shaders** - [[Arnold hair]] — hair / fur shading in Arnold. - **Workflow** - [[Notes/Arnold Transfert Material|Arnold Transfer Material]] — move materials between assets cleanly. ### Renderman - **Classic (`PxrSurface`)** - [[../../OUT OF PUBLISH/RENDERMAN/LOOKDEV/Pxr Vary|Pxr Vary]] — per-instance variation. - [[../../OUT OF PUBLISH/RENDERMAN/LOOKDEV/Pxr roundcube|Pxr Roundcube]] — six-axis projection / cube mapping. - [[../../OUT OF PUBLISH/RENDERMAN/LOOKDEV/RM Subsurface|RM Subsurface]] — subsurface scattering in Renderman. - [[../../OUT OF PUBLISH/RENDERMAN/RM using __PREF|RM — Using __Pref]] — using reference-pose attributes for deformation-safe textures. - **Lama** - [[../../OUT OF PUBLISH/RENDERMAN/LOOKDEV/RM Pxr Surface Vs Lama|PxrSurface vs Lama]] — when to use which. - [[../../OUT OF PUBLISH/RENDERMAN/LOOKDEV/RM How to use Lama - Erwan Vacquet|How to use Lama — Erwan Vacquet]] — practical Lama walkthrough. - [[../../OUT OF PUBLISH/RENDERMAN/LOOKDEV/RM Everything about Lama|Everything About Lama]] — full reference. ### Karma (Houdini / Solaris) - **Shading** - [[../HOUDINI/KARMA/Notes/KARMA Shader|Karma Shader]] — Karma MtlX shading basics. - [[../HOUDINI/KARMA/Notes/KARMA Displacement|Karma Displacement]] — displacement setup in Karma. - **Data Handling** - [[../HOUDINI/KARMA/Notes/KARMA MIPMAP|Karma MIPMAP]] — texture mipmapping for Karma. - [[../HOUDINI/KARMA/Notes/KARMA Auto material Builder|Karma Auto Material Builder]] — procedural material assignment. --- ## 🔗 Related MOCs - [[../MARI/MARI MOC|MARI MOC]] — texturing side of lookdev. - [[../KNOWLEDGE MOC|KNOWLEDGE MOC]] — top-level index for all knowledge notes.