[Sidefx-houdini-list] Houdini and Gaming/Interactivity (was: Houdini Mental Ray)

Darran Edmundson darran at edmstudio.com
Thu Aug 2 19:24:50 EDT 2007

On this topic of Houdini and gaming, it would be absolutely wonderful if 
GLSL shaders could be displayed in the viewport.  I'm not talking about 
the utopia of having VOPs generate GLSL output ... just (and I use the 
word 'just' with reckless abandon) being able to real-time preview with 
external shader code.  Max and Xsi support this, either natively or via 
plug-ins.  I suspect this is a critical barrier to game developers using 
Houdini in production.

On a related note, with advanced shader support, houdini would make an 
awesome interactive engine.  Last I looked, Derivative's Touch (yes, I'm 
aware of the origins) (i) didn't support this, and (ii) lags modern 
houdini significantly in terms of functionality.


zoran arizanovic wrote:
> this is nice news Jan!
> I come from gaming background and will be nice to see best of both merging!
> I remember how thrilled were guys on odforce when Unreal 3 dynamics promo
> movies came out....
> regards
> z
> On 8/1/07, Jan Walter <jwalter at d2.com> wrote:
>> Well, since yesterday it's kind of official, that FX Composer ships with
>> mental mill (Artist Edition):
>> http://developer.nvidia.com/object/fx_composer_home.html
>> http://www.mentalimages.com/2_4_1_mentalmill_ae/
>> Read the white paper about what mental mill really is, but in short I
>> can say the shading language MetaSL is much simpler (easier to learn)
>> in  comparison to mental ray's C/C++ API (especially for those guys who
>> have a RenderMan background). The mental mill API has basically two
>> libraries: One for the GUI (e.g. wire your black boxes or phenomena to a
>> shading network - as you would do in e.g. the VEX Builder), one for the
>> compilation into several back ends (e.g. Cg, GLSL, HLSL, C++). Might be
>> interesting for those guys who start thinking about merging the movie
>> and game industry. You get HW (GPU support) and SW versions from the
>> same source tree (just using different back ends). And I guess that's
>> all I can say about it right now ...

Darran Edmundson [darran at edmstudio.com]

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