adding owned_cameras to Weekly Render script
Merge remote branch 'upstream/master'

Conflicts:
	python2.6libs/weekly_render.py
fixed weekly render for new paths and mantra nodes
Commiting changes to weekly render script

Changes probably implemented by Liz B.
Merge branch 'master' of git://github.com/byu-animation/byu-animation-tools
Merge pull request #155 from eestrada/master

Committing anonymous changes made in production folder
Updated texture code to use txmake

Now all textures are compatible with prman as well as any
renderer that can read exr files. Lastly, the ubershader was
updated so it no longer does gamma correction in shader; this
should always be taken care of at texture checkin.

Also, in hou_asset_mgr, made all print statements into print
functions and replaced all instances of os.system() with
subprocess.check_call() (which is far cleaner).
Merge pull request #156 from eestrada/master

texture checkin now compatible with prman
General improvements to launch scripts

Now project_env.sh will only define $JOB if it is not already defined.
Also, all the application launch scripts change directories to
$JOB/tmp so that the tools folder doesn't get filled with junk (
this has been happening a lot lately Houdini defaults to using $HIP
to pre-pend a lot of things).

Lastly, put an __init__.py file into the asset_manager directory.
The asset_manager folder will eventually be moved under python2.6libs
and with the __init__.py file it will be treated like a module. This
should help organize things. I will get to this when I have enough time
to make sure that moving the directory won't break anything.
Merge pull request #157 from eestrada/master

General improvements to launch scripts
Local Main render works.
.exr instead of .tif
Merge remote-tracking branch 'upstream/master'
Merge pull request #159 from jmoborn/master

Another fix for node info tool
Added new Hair Ubershader otl asset

The default shader that comes with the fur asset has a few glaring
issues. The biggest of which is the shading model is (surprisingly)
not physcially based! Thus the hair ubershader uses the physically
based hair model VOP. The diffuse and specular were renamed to
primary and secondary reflection. It also has promoted options for
all the missing parameters including transmission (although by
default it just uses the colors from primary reflection).
Merge pull request #160 from eestrada/master

 Added new Hair Ubershader otl asset
fixed conflict
Merge pull request #158 from ebrayton/master

Weekly Render Script
Merge remote-tracking branch 'upstream/master'