s e t    u p


Ideally when we reach a studio environment we will have our entire environment set up for us. For our time at SCAD, or perhaps in smaller studios, we must do much of the setup ourselves.

Within this page will be the basic set-up for a Houdini 11 environment using Renderman. This page will be updated with any little settings I come across as well as Houdini's equivelants to Maya's integration. Including the simplicities of Houdini's integration.

Setting up bash_custom

Much of this information will be text based and possibly updated with pictures in linux. In your bash custom we have to work around the way Red Hat is set up for Houdini. If you look in your /home/$USER directory you will see this is where all your user preferences are stored. This is not ideal as when we switch computers we want our settings to follow us! With the code to the right you can copy and paste to your bash_custom to allow for settings that follow you!
#Remake stuhome for easy rel paths
export STUHOME=/home/$USER/mount/stuhome

RMS_SCRIPT_PATHS=$STUHOME/maya/projects/RMS_ini
export Houdini_RI_SHADERPATH=$STUHOME/vsfx419/shaders:/opt/hfs11.0.547/Houdini/ri_shaders:/opt/pixar/RenderManProServer-15.2/lib/shaders:/opt/pixar/RenderManStudio-3.0.0-maya2011/lib/shaders

# For Houdini (as of Houdini 10)

# if the ~/Houdini10.0 directory exists, delete it
if [ -d /home/$USER/Houdini10.0 ];
then
rm -f -r /home/$USER/Houdini10.0
fi

if [ -d /home/$USER/Houdini11.0 ];
then
rm -f -r /home/$USER/Houdini11.0
fi

# confirm the existence of /stuhome/Houdini10.0 , create if missing
if [ ! -d $STUHOME/Houdini10.0 ];
then

mkdir $STUHOME/Houdini10.0 ];
fi

if [ ! -d $STUHOME/Houdini11.0 ];
then
mkdir $STUHOME/Houdini11.0 ];
fi

# create a symbolic link to a network directory containing
# the Houdini 10 settings
ln -s $STUHOME/Houdini10.0 /home/$USER/Houdini10.0
ln -s $STUHOME/Houdini11.0 /home/$USER/Houdini11.0

#init Houdini11 env
cd /opt/hfs11.0.547
source Houdini_setup

Setting up Houdini11

From here the most important thing is to change your Houdini11 rendering environment over to renderman. With Houdini11 they have changed to requiring you change your environment over to prman15 before you can see ANY renderman nodes. Keep in mind now that we are in Renderman you can't see mantra nodes. This includes /shop and /out contexts!

Getting some extra shaders in Houdini11

#usr/bin/python


import os, time

RMS_Shaders_PATH = "/opt/pixar/RenderManStudio-3.0.0-maya2011/lib/shaders"
HFS_PATH = "/opt/hfs11.0.547/bin/slo2otl.py"
OTL_Shaders_PATH = "/home/$USER/mount/stuhome/vsfx419/otlShaders"
RMS_Shaders = os.listdir(RMS_Shaders_PATH)
SLO_Files = []
for x in RMS_Shaders:
if x[-4:] == ".slo": #I wanted to do this with re but this was much simpler.
os.system('%s -L %s/borrowedSLO.otl %s/%s' % (HFS_PATH, OTL_Shaders_PATH, RMS_Shaders_PATH, x)) #change paths up top to be more relevant to you
#print 'Completed compile of %s' % (x) #debug prints
time.sleep(2) #account for server lagt
Malcolm asked me to make this batch script. Basically it steals all the slo files from the maya installation(some higher quality lighting shaders among them) and puts them into an OTL for us Houdini people. A quick note on how Houdini structures the OTL file for shaders, in case you ever decide to look inside. All the OTL actually does is define the parameter interface for Houdini, as well as the path to the compiled shader. The OTL(and otl's in general) are a combination of ascii and binary data. Meaning you technically can go in and edit the ascii data if you really wanted to.
In case you may be wondering, I purposfully made the script so it left the studio shaders in their folder and not copy them over to your home directory to compile the shaders. This is intentional.