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- buildCoords
- closest
- displacementLayer
- filterArrayData
- generateCoords
- interpolator
- oceanSampleLayers
- pointCloudFilter
- readAttribute
- samplePoints
- sampleTextures
- sampleVolume
- utilityNodes
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.
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.