# 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.
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## 🧭 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.
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## 📚 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.
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## 📊 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.
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## 🎬 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).
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## 🎨 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.
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## 🔗 Related MOCs
- [[../MARI/MARI MOC|MARI MOC]] — texturing side of lookdev.
- [[../KNOWLEDGE MOC|KNOWLEDGE MOC]] — top-level index for all knowledge notes.