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Re: Volume Shaders
OK, that is how I interpreted the spec.
The volume integrator will, presumably, need some information about
the density of the volume, right? Do you already have ideas for
specifying that in OSL? Or
OK, that is how I interpreted the spec.
The volume integrator will, presumably, need some information about
the density of the volume, right? Do you already have ideas for
specifying that in OSL? Or
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By
Daniel <night-...@...>
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#120
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Re: Volume Shaders
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
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
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By
Larry Gritz <l...@...>
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#118
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Re: Compiling OpenShadingLanguage under Windows
I have mcpp integrated into the compiler now. Working like CPP and writing everything to stdout.
A few things, the binary available for download at least on windows doesn't support forcing an include
I have mcpp integrated into the compiler now. Working like CPP and writing everything to stdout.
A few things, the binary available for download at least on windows doesn't support forcing an include
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By
Wormszer <worm...@...>
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#119
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Re: Compiling OpenShadingLanguage under Windows
I am fine with either one. I think having something embedded or buildable would be usefull.
Otherwise there maybe issues with different compilers and would probably need some kind of config or
I am fine with either one. I think having something embedded or buildable would be usefull.
Otherwise there maybe issues with different compilers and would probably need some kind of config or
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By
Wormszer <worm...@...>
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#117
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Re: Compiling OpenShadingLanguage under Windows
(Obviously this is only a problem when integrating wave into the project
source, and that's not really difficult at all.)
mcpp looks nice. In some sense, using wave would mean one less
(Obviously this is only a problem when integrating wave into the project
source, and that's not really difficult at all.)
mcpp looks nice. In some sense, using wave would mean one less
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By
Chris Foster <chri...@...>
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#129
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Re: Compiling OpenShadingLanguage under Windows
There's mcpp which is designed to be an embeddable C-preprocessor.
Ice, which we use at Sony Imageworks for all our middle-tier systems, uses mcpp for it's own internal IDL type language, so I would
There's mcpp which is designed to be an embeddable C-preprocessor.
Ice, which we use at Sony Imageworks for all our middle-tier systems, uses mcpp for it's own internal IDL type language, so I would
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By
Blair Zajac <bl...@...>
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#116
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Re: Compiling OpenShadingLanguage under Windows
Over at aqsis, we use the C preprecessor from boost called boost.wave. It's
been a good choice for us since it runs anywhere with a capable C++ compiler.
The main annoyance with wave is that it
Over at aqsis, we use the C preprecessor from boost called boost.wave. It's
been a good choice for us since it runs anywhere with a capable C++ compiler.
The main annoyance with wave is that it
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By
Chris Foster <chri...@...>
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#124
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Re: Compiling OpenShadingLanguage under Windows
Nice debugging session... Thanks for the information :-)
Did you try to use the "ShellExecute()" function? Does the
"ShellExecute()" function setup the environment in the right way (or
just not
Nice debugging session... Thanks for the information :-)
Did you try to use the "ShellExecute()" function? Does the
"ShellExecute()" function setup the environment in the right way (or
just not
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By
Oleg <ode...@...>
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#114
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Re: Compiling OpenShadingLanguage under Windows
Hello Oleg,
That's probably a better solution. Will need to go back and make sure the libraries export their classes rather than duplicating the source in the projects.
I was trying to avoid adding to
Hello Oleg,
That's probably a better solution. Will need to go back and make sure the libraries export their classes rather than duplicating the source in the projects.
I was trying to avoid adding to
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By
Wormszer <worm...@...>
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#115
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Re: Compiling OpenShadingLanguage under Windows
Hi Jeremy,
Yes, but I've solved them a bit different: just added export macros to
the corresponding classes and "implemented" the "Symbol::mangled ()"
method inline.
I didn't perform any tests so
Hi Jeremy,
Yes, but I've solved them a bit different: just added export macros to
the corresponding classes and "implemented" the "Symbol::mangled ()"
method inline.
I didn't perform any tests so
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By
Oleg <ode...@...>
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#112
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Review: raylevel and isshadowray
http://codereview.appspot.com/186244
This is the OSL-side change. On the renderer side, you still need to set the fields in the ShaderGlobals correctly.
--
Larry Gritz
l...@...
http://codereview.appspot.com/186244
This is the OSL-side change. On the renderer side, you still need to set the fields in the ShaderGlobals correctly.
--
Larry Gritz
l...@...
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By
Larry Gritz <l...@...>
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#111
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Re: Compiling OpenShadingLanguage under Windows
I agree, it was something I was going to suggest too after getting a windows version built and all the details worked out.
Its seems overkill having to install cygwin to just be able to parse a couple
I agree, it was something I was going to suggest too after getting a windows version built and all the details worked out.
Its seems overkill having to install cygwin to just be able to parse a couple
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By
Wormszer <worm...@...>
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#113
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Re: Compiling OpenShadingLanguage under Windows
Dear all,
Isn't it possible to distribute the files produced by Flex and bison?
Normally, they should be independant from the system (they are produced on and they are
used on), and it will avoid a
Dear all,
Isn't it possible to distribute the files produced by Flex and bison?
Normally, they should be independant from the system (they are produced on and they are
used on), and it will avoid a
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By
"Pierre Saunier" <pierre...@...>
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#110
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Volume Shaders
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
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
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By
Daniel <night-...@...>
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#109
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Re: Compiling OpenShadingLanguage under Windows
Great,
Did you encounter the same linking issues i mentioned?
Let me know how it works out for you.
I had tried compiling the shaders after making some changes to the project file for a path issues,
Great,
Did you encounter the same linking issues i mentioned?
Let me know how it works out for you.
I had tried compiling the shaders after making some changes to the project file for a path issues,
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By
Wormszer <worm...@...>
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#108
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is OSL too memory intensive ?
"Radiance Closure" is definitely very neat idea. The concept of not
executing the whole shader at once can be very powerful. From what I
understand , closures save some shader local variables and
"Radiance Closure" is definitely very neat idea. The concept of not
executing the whole shader at once can be very powerful. From what I
understand , closures save some shader local variables and
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By
mrafsan <raf...@...>
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#107
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Re: Arbitrary derivatives
Hello,
I'm clear now. The OSL as an independent shading language do not care
about how the user implement this feature on Raytracer (Arnold ?),
REYES renderer or GPU.
I will take a look at the AD,
Hello,
I'm clear now. The OSL as an independent shading language do not care
about how the user implement this feature on Raytracer (Arnold ?),
REYES renderer or GPU.
I will take a look at the AD,
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By
Bo Schwarzstein <bo.schw...@...>
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#106
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Re: Arbitrary derivatives
Hello,
Yes, it's amazing, I did not hear the Automatic Differentiation
before, it seems like an ideal math method to handle this.
Hello,
Yes, it's amazing, I did not hear the Automatic Differentiation
before, it seems like an ideal math method to handle this.
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By
Bo Schwarzstein <bo.schw...@...>
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#105
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Re: Compiling OpenShadingLanguage under Windows
Hi Jeremy,
Using boost math functions, some definitions in fmath.h and the
following two implementations of my own
inline float
logbf(float val) {
// please see
Hi Jeremy,
Using boost math functions, some definitions in fmath.h and the
following two implementations of my own
inline float
logbf(float val) {
// please see
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By
Oleg <ode...@...>
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#104
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Re: shadertypes
Apologies for these discrepancies.
When I wrote the spec, "light" was anticipated to be a separate type, but eventually we realized it wasn't needed. I should remove it from the docs but keep it
Apologies for these discrepancies.
When I wrote the spec, "light" was anticipated to be a separate type, but eventually we realized it wasn't needed. I should remove it from the docs but keep it
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By
Larry Gritz <l...@...>
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#101
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