John Moncrief
johnm
About Me
John is the Education and Training Manager at SideFX. Previously, he was the Resident Dynamics Instructor and Dynamics Curriculum Manager at Pluralsight Creative. John has been teaching various visual effects software packages to creative industry professionals for more than 20 years. He lives for t... more
John is the Education and Training Manager at SideFX. Previously, he was the Resident Dynamics Instructor and Dynamics Curriculum Manager at Pluralsight Creative. John has been teaching various visual effects software packages to creative industry professionals for more than 20 years. He lives for the rush of seeing his pupils experience "light bulb" moments. His latest passion is making sure that no software or tools can get in the way of an artist expressing their creative vision. less
EXPERTISE
Generalist
INDUSTRY
Education | Film/TV
Connect
LOCATION
OKLAHOMA CITY,
United States
WEBSITE
Houdini Skills
INTERMEDIATE
Procedural Modeling | Environments | Digital Assets | Hair & Fur | Cloth | Crowds | Karma | Pyro FX | Fluids | Destruction FX | VEX
BEGINNER
Muscles | Solaris | Lighting | PDG | Python
Availability
I am currently employed at SideFX Software
My Badges
SideFX Staff
Since Oct 2014
My Tutorials
My Talks
Recent Forum Posts
Houdini 14 and RenderMan 19 ? June 15, 2015, 10:36 a.m.
Have you implemented this anywhere ?
No, but I'm in the process of trying it now.
However; even if the shader was not embedded in the OTL, RenderMan still acts as a universal cross software rendering platform. The shader can be compiled and then applied in whatever software you're using anywhere in the pipeline.
Houdini 14 and RenderMan 19 ? June 10, 2015, 2:52 p.m.
Consider that a compiled shader for prMan, is a compiled shader for prMan regardless of the software package that is rendering it. with that in mind:
The shader I build to use in Houdini can easily be used later in the pipeline in Maya, or any other software package that is prMan compatible.
It's a universal render engine for everyone in the pipeline. Considering the ability to embed a shader into an hda/otl and the bridge built between other software using Houdini Engine… It's a no brainier for me.
I can build a tool using a prMan shader, tuck it into the SHOP of the tool I'm building, create the hda/otl, pass the tool off to a maya user later in the pipeline using Houdini Engine… the Maya user has full use of the tool, and the shader parameters, plus the results will render exactly like they did during Houdini development because everyone in the pipeline is using prMan.
I don't see anything but benefit for both SideFX and Pixar.
Can we please, please, please get support for RenderMan 19?
The shader I build to use in Houdini can easily be used later in the pipeline in Maya, or any other software package that is prMan compatible.
It's a universal render engine for everyone in the pipeline. Considering the ability to embed a shader into an hda/otl and the bridge built between other software using Houdini Engine… It's a no brainier for me.
I can build a tool using a prMan shader, tuck it into the SHOP of the tool I'm building, create the hda/otl, pass the tool off to a maya user later in the pipeline using Houdini Engine… the Maya user has full use of the tool, and the shader parameters, plus the results will render exactly like they did during Houdini development because everyone in the pipeline is using prMan.
I don't see anything but benefit for both SideFX and Pixar.
Can we please, please, please get support for RenderMan 19?