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| From | Lawrence D'Oliveiro <ldo@nz.invalid> |
|---|---|
| Newsgroups | comp.graphics.animation, comp.graphics.rendering.misc |
| Subject | An Introduction To Open Shading Language |
| Date | 2025-07-30 00:14 +0000 |
| Organization | A noiseless patient Spider |
| Message-ID | <106bo50$2u9pq$2@dont-email.me> (permalink) |
Cross-posted to 2 groups.
Been watching the video from this course <https://dl.acm.org/doi/10.1145/3664475.3664534> that was presented by a certain Mitch Prater at SIGGRAPH 2024 on writing OSL shaders. OSL is supported nowadays by a bunch of 3D tools, among them RenderMan and Blender. It seems the only one of these the presenter is familiar with is RenderMan. What struck me is, in a two-hour talk, he didn’t once go into the concept of the “closure color”, which is the special OSL type that encapsulates the totality of the interaction between light and the material. He gives example shaders that compute elaborate textures and transform between coordinate systems, but nothing on closures. Without these, what kind of renderer would you have? Could it be that RenderMan does not support that feature of OSL? In OSL (at least the current version), you do not construct closure values from scratch. Instead, you start with the builtin closure functions that represent elemental material characteristics like diffuse, glossy etc <https://open-shading-language.readthedocs.io/en/v1.13.12.0/stdlib.html#material-closures>, and compose these into expressions that evaluate to the desired overall material behaviour. If you want a renderer that does integrate the totality of OSL, including closures, have a look at Blender Cycles.
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An Introduction To Open Shading Language Lawrence D'Oliveiro <ldo@nz.invalid> - 2025-07-30 00:14 +0000
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