Jump to content

Managing Shaders - Pipeline Question?


smidur

Recommended Posts

Hi,

I was wondering how people here manage shaders in production. I actually need to use H8, so unfortunately I cant use any new material features.

Say, I have several shaders and several people using them on different shots.

Problem is, that the shaders (vop prman) are going to be updated/changed/improved/broken while working on shots. Most logical to me would be to keep VOPs and SHOPs in one HDA. Unfortunately, I have experienced that when updating the asset, instances that are out of sync tend to break, also those that are rendering at the same time as changing the asset. Obviously I could also release a new shader every time I change something, but then I would probably end up with 80 versions at the end of the project, with each TD using a different version...

I would be very interested in any smart tricks, workflows, etc.

Thanks a lot

Martin

Link to comment
Share on other sites

I don't work in a studio unfortunately, but I think most use versioning control systems like SVN (Subversion) for this type of thing. This basically keeps code from being overwritten, and you'll have a repository of code with user submitted comments and version numbers. I have no idea how people use versioning control with Houdini in particular though. I've only read about this in regards to prman shaders.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...