is OSL too memory intensive ?


mrafsan <raf...@...>
 

"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 execute
the whole function only when the renderer requires them to. Assuming a
sample interacts with many shaders/materials/objects and not all of
the "closures" are fully computed , wouldn't the sample have too many
contextual closure data to deal with?
This can be a problem for a fully GPU-accelerated renderer that
supports OSL .