[Sidefx-houdini-list] Houdini Mental Ray
pbowmar at gmail.com
Wed Aug 1 03:17:35 EDT 2007
I believe Liza Keith was involved in doing Mental Ray for Shadetree a
few years ago, so it's possible for sure. Clearly, XSI has a shadetree
UI for MR as well. How easy it is, or how much demand there is, is a
separate issue. Personally, I don't see the point in MR since Mantra
kicks so much ass now, and is so much cheaper (i.e. free) than MR or
On 01/08/07, Lucio Flores <dogboy_l at yahoo.com> wrote:
> 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?
> He saw everything real too clearly
> So close that the bones would show
> And to see everything so clearly
> Isn't always the best thing you know
> - L n R
> Be a better Heartthrob. Get better relationship answers from someone who knows.
> Yahoo! Answers - Check it out.
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
More information about the Sidefx-houdini-list