[Sidefx-houdini-list] Houdini Mental Ray

Lucio Flores dogboy_l at yahoo.com
Wed Aug 1 03:09:22 EDT 2007


VOPs for mental ray shaders wont work because mental ray shaders are compiled into c code and linked directly by the compiler. A VOPnet creates shader code. But Mental Ray does has a building block type of shader interconnectivity called phenomenon. They are very small c-shaders that do very little on their own, but are meant to interconnect with one another to create more complex behavior. If you could reduce a phenomenon to a VOPnet, interconnect those in Houdini, and have those connections spit out in the .mi file (.mi is the equivalent to a .rib file) you could have the start of a unique front-end for mental ray. 

Andy Walker <andy.walker at framestore-cfc.com> wrote:
Can anyone summarise how Mental Ray's setup with Houdini these days?  Do 
you need to buy standalone licenses to render it on a farm, or are there 
built in licenses similar to MentalRay For Maya?  Are there any plans to 
implement MentalRay VOPs?  And where do you install MR shaders for Houdini?




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