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C++/OSL Shaders

VOP structures

Custom structures are defined in C++ and OSL headers. They are also defined as a Houdini Vop type in vop/structs.json, which allows you to work with those structures in OSL Generic Shader Builder. There also structure for RenderMan Manifold inputs.

Note about derivatives in OSL and RIS

The derivative calculation is required for Bump Mapping and Mip-Map optimization. RIS and OSL have very different mechanisms of derivative calculation in RenderMan. Be careful when using C++/RIS results as texture coordinates With OSL textures. Check if it works with Dx(), and Dy() functions or manually control texture filtering with the width parameter.