How to use custom renderman shader in H9?
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- mark
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newPeak
How to use custom renderman shader in H9? Thanks
There's a lot of documentation which refers to rmands (i.e. http://odforce.net/wiki/index.php/Rmands). [odforce.net]
However, with H9, rmands has been replaced with a python script: slo2otl.py
If you run this on your compiled shader, it will generate an OTL which can be loaded into Houdini. The shader then becomes available in SHOPs. There are also different python scripts for other RIB renderers (sld2otl: 3Delight). It should also be almost trivial to add support for other renderers (like Pixie, Aqsis, etc.)
Hope this helps.
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- newPeak
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Where do you get this error? Are you using rmands from within houdini or from the cli?
As Mark suggested, try using the python script. Make sure that Renderman is configured properly (houdini uses the pixar sloinfo command).
Here is the output from the python script
Usage slo2otl.py slofile1
This program parses a shader compiled for Pixar's RenderMan and
creates OTL files which allow the shader to be accessed easily in
Houdini.
It does this by processing the output of sloinfo, which must appear in
your path.
Options
-v Verbose
-l hdafile Create a Houdini Digital Asset (HDA) for a single
shader.
-L otlfile Add shaders to a library of digital assets (OTL)
-N label For a single .slo file, specify the label in the menu
-C icon For a single .slo file, specify the name of the icon
As Mark suggested, try using the python script. Make sure that Renderman is configured properly (houdini uses the pixar sloinfo command).
Here is the output from the python script
Usage slo2otl.py slofile1
This program parses a shader compiled for Pixar's RenderMan and
creates OTL files which allow the shader to be accessed easily in
Houdini.
It does this by processing the output of sloinfo, which must appear in
your path.
Options
-v Verbose
-l hdafile Create a Houdini Digital Asset (HDA) for a single
shader.
-L otlfile Add shaders to a library of digital assets (OTL)
-N label For a single .slo file, specify the label in the menu
-C icon For a single .slo file, specify the name of the icon
- mark
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newPeak
ImportError: No module named rmands………..Why?
Ahh… there might be an issue on Windows. slo2otl.py should be run using hython (instead of python). It's possible that on Windows, raw python is being run instead.
This is because modules from the houdini distribution have to be available in the python path.
I'll have to look at this when I get to the office. However, you should be able to run
hython slo2otl.py *.slo
- newPeak
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- havana
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I'm kinda lost with all this python scripting and stuff :?: Is it possible to see
all renderman shaders in the materials tab? When I right click in shops network, I can see all renderman shaders even though I have not generated
any otls(still don't know exactly how to) I guess that's from the OPlibShopRIB.otl that already exists in otl folder.
Could someone please write step by step instructions on how to run slo2otl.py script, for example metal.slo
All prman shaders are in C:\Program Files\Pixar\RenderManProServer-13.5.2\lib\shaders
I've alredy got prman running and also can preview from m-play, but no shaders.
Thank you all in advance for your help. :?:
all renderman shaders in the materials tab? When I right click in shops network, I can see all renderman shaders even though I have not generated
any otls(still don't know exactly how to) I guess that's from the OPlibShopRIB.otl that already exists in otl folder.
Could someone please write step by step instructions on how to run slo2otl.py script, for example metal.slo
All prman shaders are in C:\Program Files\Pixar\RenderManProServer-13.5.2\lib\shaders
I've alredy got prman running and also can preview from m-play, but no shaders.
Thank you all in advance for your help. :?:
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