Overview of OSL Shaders in Octane

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Re: Overview of OSL Shaders in Octane

Postby PolderAnimation » Fri Mar 29, 2019 10:34 am

PolderAnimation Fri Mar 29, 2019 10:34 am
Could someone help me out.

Octane supports only 4 gray scale vertex attributes and only 2 vector vertex attributes.
In my setup that is not enough. So I would like to put 3 single float attributes in one vector and split this in OSL.

My question is: can you use the argument 'getattribute' to get and attribute from the geometry and use it in OSL (for example a vertex color attribute)?
Because I can not get it working. Help would be appreciated.


I got this (in this test I only put a float attribute on the geometry named: a).

shader OslTexture(
output color c = 0)
{
float b = 0.0;
getattribute("geom:a",b);
c = color(b, b, b);
}
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Re: Overview of OSL Shaders in Octane

Postby Rik » Sat May 09, 2020 8:33 am

Rik Sat May 09, 2020 8:33 am
Goldorak wrote:
Rik wrote:Wow. So OSL really took off then?

Great work with all those samples.

FFS


Universal camera among other 2019 features and new nodes is pure OSL. I promised you we’d bundle 100+ shaders in the 2019 release cycle, we’re doing that even if you don’t see the shader code (that’s the point - meant to be artist friendly).

I assume you’ve seen the OSL vector displacement and volume shading too in 2019.1?


Brilliant. Can you give us the link to the 100+ shaders and the documentation for how to use them please?
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Re: Overview of OSL Shaders in Octane

Postby whersmy » Wed Sep 23, 2020 6:49 am

whersmy Wed Sep 23, 2020 6:49 am
Maybe this is completely non-sensical, but isn`t there a way in LUA to combine a 'false light' pass with an extra 'exposure' pass so you can control with areas that are 'under-lit'? :geek:

In high-end interior (hdr) photography they take multiple shots and combine them in post or use something like merge-hdr / tonemapping multiple exposures, but this could be a nice quick addon to bring more realism / more details.
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