We're tackling the volume shaders fairly soon. The spec isn't very clear about them, but that will be beefed up as we implement it. Basically the idea is that it will be very analogous to surface shaders -- returning a closure that describes in a view-independent way what the scattering of the volume is at a particular point. A "volume integrator" in the renderer is responsible for doing the actual ray marching, evaluating the closure for specific light directions, and accumulating the contributions along the viewing ray.
This will all get fleshed out over the next few weeks, there's a pretty strong near-term deadline on our own shows to get this working.
-- lg
On Jan 20, 2010, at 12:29 AM, Daniel wrote:
Guys,
I just started looking into OSL. It certainly looks very interesting! Did I miss something or is it true that volume shaders are currently neither implemented, nor truly specified? I see that you filed issue #3 about this. Can you already comment on your plans for volume shaders? I'm curious... Which part of the illumination will the shaders actually compute?