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
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

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VELLUM: Workflow Concepts
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Introduction to Houdini 15
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Daydreamer Production Pipeline: Dynamics
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Introduction to Materials in Houdini
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Introduction to Particles
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Introduction to Collisions in Houdini

My Talks

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Procedural Scattering in Houdini Engine and Unity
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Intro To Procedural Modeling
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Houdini Engine for Maya | Tool Building
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Houdini Concepts 1
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Houdini Concepts 2
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Houdini Concepts for the Maya Artist

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?