Date   

Event: OSL TSC meeting ( every other week ) - 01/06/2022 #cal-reminder

osl-dev@lists.aswf.io Calendar <noreply@...>
 

Reminder: OSL TSC meeting ( every other week )

When:
01/06/2022
2:00pm to 3:00pm
(UTC-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

View Event

Description:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

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Meeting ID: 100 511 909

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Upcoming Events #cal-summary

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Open Shading Language discussion list Upcoming Events

OSL TSC meeting ( every other week )

When:
Thursday, January 6, 2022, 2:00pm to 3:00pm
(GMT-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

Details:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

Confirm this meeting invite is still valid by finding the meeting at https://lists.aswf.io/calendar.

Join Zoom Meeting https://zoom.us/j/100511909

Meeting ID: 100 511 909

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OSL TSC meeting ( every other week )

When:
Thursday, January 20, 2022, 2:00pm to 3:00pm
(GMT-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

Details:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

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Event: OSL TSC meeting ( every other week ) - 01/06/2022 #cal-reminder

osl-dev@lists.aswf.io Calendar <noreply@...>
 

Reminder: OSL TSC meeting ( every other week )

When:
01/06/2022
2:00pm to 3:00pm
(UTC-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

View Event

Description:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

Confirm this meeting invite is still valid by finding the meeting at https://lists.aswf.io/calendar.

Join Zoom Meeting https://zoom.us/j/100511909

Meeting ID: 100 511 909

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Re: Vector property missing when translating RSL to OSL

Larry Gritz
 

In the original RSL, there were no structures, and "." was appropriated to be the dot product operator! (We later came to regret that once the utility of structures was evident.)

So I think what you want is

    thOutPrime = asin(dot(ssOutDir, axis));

(This was the second response I wrote to your email, the first being just totally perplexed and begging to see the declaration ofssOutDir. Then I started thinking about the "asin" and why anybody would ever take the component-by-component asin of a vector, that made no sense. Then just before I hit "send", I realized that asin is useful for computing the angle between two vectors from their dot product... and it all fell into place.)


On Dec 27, 2021, at 6:31 AM, anders.steen98@... wrote:

This was originally posted in the RenderMan forum, but I think someone here might know the answer, so I'll try posting here.

I'm in the process of translating the wood BRDF from the paper Measuring and Modeling the Appearance of Finished Wood by Marschner et al. from RenderMan Shading Language to Open Shading Language.
One line reads:

  1. thOutPrime = asin ( ssOutDir.axis );

where ssOutDir is a vector and thOutPrime is a float.
The OSL compiler complains about that line, saying there is no 'axis' property of a vector, so I'm wondering what the axis property actually is equivalent to. I've scoured the docs and forums but have found no answer. Anyone who knows and can tell me?


--
Larry Gritz





Vector property missing when translating RSL to OSL

anders.steen98@...
 

This was originally posted in the RenderMan forum, but I think someone here might know the answer, so I'll try posting here.

I'm in the process of translating the wood BRDF from the paper Measuring and Modeling the Appearance of Finished Wood by Marschner et al. from RenderMan Shading Language to Open Shading Language.
One line reads:

  1. thOutPrime = asin ( ssOutDir.axis );

where ssOutDir is a vector and thOutPrime is a float.
The OSL compiler complains about that line, saying there is no 'axis' property of a vector, so I'm wondering what the axis property actually is equivalent to. I've scoured the docs and forums but have found no answer. Anyone who knows and can tell me?


Upcoming Events #cal-summary

osl-dev@lists.aswf.io Calendar <osl-dev@...>
 

Open Shading Language discussion list Upcoming Events

OSL TSC meeting ( every other week )

When:
Thursday, January 6, 2022, 2:00pm to 3:00pm
(GMT-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

Details:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

Confirm this meeting invite is still valid by finding the meeting at https://lists.aswf.io/calendar.

Join Zoom Meeting https://zoom.us/j/100511909

Meeting ID: 100 511 909

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View Event


OSL TSC meeting ( every other week )

When:
Thursday, January 20, 2022, 2:00pm to 3:00pm
(GMT-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

Details:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

Confirm this meeting invite is still valid by finding the meeting at https://lists.aswf.io/calendar.

Join Zoom Meeting https://zoom.us/j/100511909

Meeting ID: 100 511 909

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Upcoming Events #cal-summary

osl-dev@lists.aswf.io Calendar <osl-dev@...>
 

Open Shading Language discussion list Upcoming Events

OSL TSC meeting ( every other week )

When:
Thursday, January 6, 2022, 2:00pm to 3:00pm
(GMT-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

Details:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

Confirm this meeting invite is still valid by finding the meeting at https://lists.aswf.io/calendar.

Join Zoom Meeting https://zoom.us/j/100511909

Meeting ID: 100 511 909

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Re: u,v barycentric coordinates vs. map coords

philippe.groarke@...
 

It seems OSL is a bit less renderer agnostic than I was expecting. Is cross-DCC eval a goal of OSL, or are these differences expected/accepted? I couldn't find any info on an official way to get the current renderer, but that would help if OSL is expected to have these kinds of discrepancies. I'm thinking a standardized way to ifdef according to renderer (not sure how that would be standardized). Or even a runtime call would help for these edge cases.

@Chris To answer your question. Currently I'm experimenting with interpolating tangents in screen space (tbd if it ever works). This may be an Arnold thing, but its tangents (dpdu, dpdv) are per triangle. I need this to compute a surface curvature map using the jacobian eigenvalues. Overall I'd say barycentric coords are very useful for any type of screen space interpolation.

Take care,
Philippe


Re: u,v barycentric coordinates vs. map coords

Sam Assadian
 

We also tend to use the  coordinate system  of implicit  primitive for u and v (for both Angie and Clarisse's classic renderer). We felt that was more logical. We also added s and t for the first UV map available (on the classic Clarisse renderer exclusively). FYI

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This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed.



On Tue, Dec 14, 2021 at 9:53 AM Chris Kulla <ckulla@...> wrote:
It can vary depending on the renderer. I believe Arnold and 3dsmax use the texture coordinates, but Prman has historically used the surface parameterization.

Are you thinking you would need the barycentric coordinates of the tessellated triangle of the mesh? What use cases do you have in mind for those?



Re: u,v barycentric coordinates vs. map coords

Chris Kulla
 

It can vary depending on the renderer. I believe Arnold and 3dsmax use the texture coordinates, but Prman has historically used the surface parameterization.

Are you thinking you would need the barycentric coordinates of the tessellated triangle of the mesh? What use cases do you have in mind for those?



Cancelled Event: OSL TSC meeting ( every other week ) - Thursday, December 23, 2021 #cal-cancelled

osl-dev@lists.aswf.io Calendar <noreply@...>
 

Cancelled: OSL TSC meeting ( every other week )

This event has been cancelled.

When:
Thursday, December 23, 2021
2:00pm to 3:00pm
(UTC-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

Description:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

Confirm this meeting invite is still valid by finding the meeting at https://lists.aswf.io/calendar.

Join Zoom Meeting https://zoom.us/j/100511909

Meeting ID: 100 511 909

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Re: u,v barycentric coordinates vs. map coords

Stephen Friedman
 

What actually ends up in the u,v globals isn't dictated by OSL -- it's renderer-dependent "local parametric coordinates" and will often be whatever happens to be most optimized for that renderer's internal representation of it's geometry (and can even vary based on primitive types).  You'll likely have to dig into the documentation of the renderer in question to see if there's a way to get barycentric coordinates in your particular case -- if not in global u,v's, it'll likely be through some form of the getattribute() call for that renderer. If not made available, you could do something like add a uv-map that has face-barycentric coordinates baked in, though that may not be optimal.

--Stephen


u,v barycentric coordinates vs. map coords

philippe.groarke@...
 

Hello OSL gurus,
 
Currently, there seems to be a mismatch between DCCs' interpretation of the u, v global variables. For example, Blender seems to output the current triangle barycentric coordinates vs. 3ds Max outputs the uvmap1 coordinates.
 
Are the u, v variables supposed to be barycentric coords or map coords?
 
If the answer is map coords, can we get barycentric globals? They are quite useful.
 
Thanks,
Philippe


Upcoming Events #cal-summary

osl-dev@lists.aswf.io Calendar <osl-dev@...>
 

Open Shading Language discussion list Upcoming Events

OSL TSC meeting ( every other week )

When:
Thursday, December 23, 2021, 2:00pm to 3:00pm
(GMT-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

Details:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

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Join Zoom Meeting https://zoom.us/j/100511909

Meeting ID: 100 511 909

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OSL TSC meeting ( every other week )

When:
Thursday, January 6, 2022, 2:00pm to 3:00pm
(GMT-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

Details:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

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Now: OSL TSC meeting ( every other week ) - 12/09/2021 #cal-notice

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OSL TSC meeting ( every other week )

When:
12/09/2021
2:00pm to 3:00pm
(UTC-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

View Event

Description:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

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Join Zoom Meeting https://zoom.us/j/100511909

Meeting ID: 100 511 909

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Event: OSL TSC meeting ( every other week ) - 12/09/2021 #cal-reminder

osl-dev@lists.aswf.io Calendar <noreply@...>
 

Reminder: OSL TSC meeting ( every other week )

When:
12/09/2021
2:00pm to 3:00pm
(UTC-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

View Event

Description:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

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Event: OSL TSC meeting ( every other week ) - 12/09/2021 #cal-reminder

osl-dev@lists.aswf.io Calendar <noreply@...>
 

Reminder: OSL TSC meeting ( every other week )

When:
12/09/2021
2:00pm to 3:00pm
(UTC-08:00) America/Los Angeles

Where:
https://zoom.us/j/100511909

Organizer: Chris Kulla ckulla@...

View Event

Description:

Every other week meeting of the OSL TSC.

Meeting Agenda / Notes: https://docs.google.com/document/d/1yf0bG6eoE2EvKZBNZX3nskdTvu99ADTDTNOknCDJd1I/

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Re: New OSL renderer

Larry Gritz
 

Congrats to Sam and team! This was a great keynote this morning, beautiful work. Thanks for the gracious shout-outs to OSL and MaterialX, it is appreciated.

-- lg


On Dec 8, 2021, at 12:42 PM, Sam Assadian <sam@...> wrote:

Hey everyone!

I'm really happy to share this exciting news with you. We just announced and released Clarisse 5.5 Early Access which features Angie our new CPU+GPU renderer for Clarisse fully based on OSL.

I really wanted to thank you all. OSL has been really instrumental for making Angie possible. Not only OSL gives Angie fantastic performance, but also offers our users a powerful language to write shaders and materials that run likewise on CPU or GPU! 

Thanks to OSL, we also managed to create a Rosetta Stone Library which automatically converts Clarisse's classic lookdev nodes to OSL during rendering.

Of course, thanks to OSL once again since we managed to offer the support of MaterialX without having to worry about the shader generation part... :) 

So on behalf of all the staff at Isotropix, I really wanted to thank you all for your awesome contribution to this amazing project! Long live OSL! ;)

More information on Angie on: https://angie.isotropix.com
Here the link to the live stream of the event https://youtu.be/IUtomHUVndU where you will be able to see the type of performance we get with Angie and OSL on a $2500 gaming laptop. That's pretty surreal!

Thanks again to everyone and see you tomorrow I guess :)
 
Face
Sam Assadian
CEO / Co-Founder
Phone+33 972 452 846
Isotropix
LinkedIn YouTube Facebook Twitter

This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed.


--
Larry Gritz





Re: New OSL renderer

Hồ Châu
 

¿Is new renderer open source?

Châu
Vào 03:42:22 GMT+7, Thứ Năm, 9 tháng 12, 2021, Sam Assadian <sam@...> đã viết:


Hey everyone!

I'm really happy to share this exciting news with you. We just announced and released Clarisse 5.5 Early Access which features Angie our new CPU+GPU renderer for Clarisse fully based on OSL.

I really wanted to thank you all. OSL has been really instrumental for making Angie possible. Not only OSL gives Angie fantastic performance, but also offers our users a powerful language to write shaders and materials that run likewise on CPU or GPU! 

Thanks to OSL, we also managed to create a Rosetta Stone Library which automatically converts Clarisse's classic lookdev nodes to OSL during rendering.

Of course, thanks to OSL once again since we managed to offer the support of MaterialX without having to worry about the shader generation part... :) 

So on behalf of all the staff at Isotropix, I really wanted to thank you all for your awesome contribution to this amazing project! Long live OSL! ;)

More information on Angie on: https://angie.isotropix.com
Here the link to the live stream of the event https://youtu.be/IUtomHUVndU where you will be able to see the type of performance we get with Angie and OSL on a $2500 gaming laptop. That's pretty surreal!

Thanks again to everyone and see you tomorrow I guess :)
 
Face
Sam Assadian
CEO / Co-Founder
Phone+33 972 452 846
Isotropix
LinkedIn YouTube Facebook Twitter

This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed.


New OSL renderer

Sam Assadian
 

Hey everyone!

I'm really happy to share this exciting news with you. We just announced and released Clarisse 5.5 Early Access which features Angie our new CPU+GPU renderer for Clarisse fully based on OSL.

I really wanted to thank you all. OSL has been really instrumental for making Angie possible. Not only OSL gives Angie fantastic performance, but also offers our users a powerful language to write shaders and materials that run likewise on CPU or GPU! 

Thanks to OSL, we also managed to create a Rosetta Stone Library which automatically converts Clarisse's classic lookdev nodes to OSL during rendering.

Of course, thanks to OSL once again since we managed to offer the support of MaterialX without having to worry about the shader generation part... :) 

So on behalf of all the staff at Isotropix, I really wanted to thank you all for your awesome contribution to this amazing project! Long live OSL! ;)

More information on Angie on: https://angie.isotropix.com
Here the link to the live stream of the event https://youtu.be/IUtomHUVndU where you will be able to see the type of performance we get with Angie and OSL on a $2500 gaming laptop. That's pretty surreal!

Thanks again to everyone and see you tomorrow I guess :)
 
Face
Sam Assadian
CEO / Co-Founder
Phone+33 972 452 846
Isotropix
LinkedIn YouTube Facebook Twitter

This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed.

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