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Old 09-18-2013, 06:51 AM   #16
SebKaine
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Emmanuel Mouillet
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I think learning and working with mantra and VEX is also a good bet, cause VEX syntax is SL clone. Mantra is the most versatile engine has it has elegantly make the mix beetween the old era and the new one. I haven't touch prman since 16 so things are maybe identical in this way ...

But working in houdini for a technical mind is a pleasure , as you will have low level tree and programming or a mix of both to feed your shader.

i think the PBR workflow is not prefect in houdini, it must take inspiration of how maxwell build shaders ( transmittance / reflectance ) and light (color / temp / image / IES ) in a physicall way and put in the garbage the diffuse / specular / reflection name (mantra shader) for their PBR workflow. They should also provide a VEX version of the mantra shader or a clean tree that mix a VOP tree and inlineVOP with shading properties code in VEX. Cause at the moment you must be a genius to dive in the mantra shader tree (which unfortunatly is not my case )

But Mantra has equal to offer than Prman now + it has a nice working environment , while prman is only code base. you can also use houdini to build your renderman shader by the way , it works nicely with 3delight. But the deeper you go into mantra , the less you need prman IMO.

also don't forget you can use Houdini non-commercial for free.

cheers

E
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Last edited by SebKaine : 09-18-2013 at 08:52 AM.
 
Old 09-18-2013, 06:51 AM   #17
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