I haven't had much time to dig into OSL and what the capabilities / limitations are... but I'm reading that the next Renderman (19) will have support for it and Blender's Cycles already has it. If I'm not wrong V-Ray 3 will also have some support for OSL: http://docs.chaosgroup.com/display/VRAY3MAYA/VRayMtlOSL
So, let's play with the idea that you would want to create a generic shader (such as the VrayMtl) in OSL, to be used in all of these OSL capable renderers... is that even a realistic idea?
I'm talking a versatile material which could be used to create glass, metals, plastics etc. Or would it be better to create a series of very specific OSL shaders, rather than going for a generic one?
Would it even be possible to make the same shader work the same way / look the same in multiple renderers?
What are the biggest hurdles and problems to overcome if this is what you're trying to do?
And what possible drawbacks are you going to face (especially interesting to know with V-Ray+OSL)?
Does anyone have any good reading to recommend on OSL and writing OSL shaders?
I'm already reading the language specification: https://github.com/imageworks/OpenSh...nguagespec.pdf
So, let's play with the idea that you would want to create a generic shader (such as the VrayMtl) in OSL, to be used in all of these OSL capable renderers... is that even a realistic idea?
I'm talking a versatile material which could be used to create glass, metals, plastics etc. Or would it be better to create a series of very specific OSL shaders, rather than going for a generic one?
Would it even be possible to make the same shader work the same way / look the same in multiple renderers?
What are the biggest hurdles and problems to overcome if this is what you're trying to do?
And what possible drawbacks are you going to face (especially interesting to know with V-Ray+OSL)?
Does anyone have any good reading to recommend on OSL and writing OSL shaders?
I'm already reading the language specification: https://github.com/imageworks/OpenSh...nguagespec.pdf
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