ITdreamer Posted March 18, 2008 Share Posted March 18, 2008 Hi Maybe the question is stupid, but how to turn on Raytracing in Prman in Houdini 9? And the second question is, how to make standart prman shaders be visible in Material Editor? Thanks Quote Link to comment Share on other sites More sharing options...
ITdreamer Posted March 18, 2008 Author Share Posted March 18, 2008 Looks like nodody knows! Quote Link to comment Share on other sites More sharing options...
Jason Posted March 19, 2008 Share Posted March 19, 2008 Sorry, don't have a lot of time for a complete reply - -but look at the object's gear icon > Rendering Properties > Pixars Renderman 13 > Attributes > Diffuse/Specular/Transmission Visibilty. This makes objects visible to secondary rays. Sorry I can't write more.. Quote Link to comment Share on other sites More sharing options...
ITdreamer Posted March 19, 2008 Author Share Posted March 19, 2008 (edited) Thanks a lot! I have another question, is there any way to make Standart RenderMan Shaders visible in Material Editor? P.S. lots of people speak about great Houdini and RenderMan friendship. But I couldn't find any tutorials about rendering with RenderMan in Houdini. It seems that it is so easy that there is no need to write about it. Maybe somebody knows any links? Please, post. Thanks again! Edited March 19, 2008 by ITdreamer Quote Link to comment Share on other sites More sharing options...
symek Posted March 19, 2008 Share Posted March 19, 2008 (edited) 1) One of Houdini's variable deals with most of PRMan&Houdini: HOUDINI_DEFAULT_RIB_RENDERER. There are few more like HOUDINI_VIEW_PRMAN for fine tuning but you won't have to touch any of them in most cases. There used to be quite extensive pdf about that issue but it's no longer valid, H9 doesn't need setup for PRMan. All per object PRMan's attributes you add in the way Jason just shown. 2) What you mean by Material Editor? All defaults PRMan shaders are available in SHOPS, VOPs also allows you to build rsl shaders in default setup. Nothing more to do expect make your shaders alive. 3) If you'd like to import your existing shaders into Houdini, check slo2otl.py (or its predecessor rmands) which will compile your shader's code into Houdini otls easy importable to Houdini. 4) Houdini's light is a PRMan light. Don't need to bother with it unless you need your light shader to be applied. All (most?) light/shadow setting are cross-render-valid. Hope this helps, cheers, sy. Edited March 19, 2008 by SYmek Quote Link to comment Share on other sites More sharing options...
ITdreamer Posted March 19, 2008 Author Share Posted March 19, 2008 Thanks a lot! Quote Link to comment Share on other sites More sharing options...
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