John Moncrief

johnm

About Me

Expertise
Generalist
Location
United States of America
Website

John is the Education Training Lead 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 15 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.

Connect

My Talks

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

My Tutorials

obj-image Beginner
Introduction to Houdini 15
obj-image Intermediate
Daydreamer Production Pipeline: Dynamics
obj-image Beginner
Introduction to Materials in Houdini
obj-image Beginner
Introduction to Particles
obj-image Beginner
Introduction to Collisions in Houdini

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?