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.
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?