OSL Juggler for Appleseed


----------> the OSL JUGGLER for Appleseed renderer :

You can download the shader for BlenderSeed HERE.

You can download the shader for Appleseed-Maya HERE.

Appleseed is a very very nice open source renderer. If you don't know it, I strongly recomend you to give it a try.

The difference between Juggler Blender and Maya is just in Metadata. The metadata needed for output closure in Maya are not understood by BlenderSeed. Otherwise, the shader is stricly the same!

Enjoy it in your AppleSeed scenes!


OSL in Autodesk 3DSMax 2019

This is the very good news of the latest 3DS Max release, from Autodesk.

An OSL pattern generator is now included in 3DS Max 2019 !!!

It is awesome ! It can export to bitmap, for non-OSL renderer. Shaders are fully intergrated in OSL renderers, like Arnold.

It's optimisation is not done shader by shader, but for the whole node tree. So many little shaders would go as fast as a very big one doing the same thing! That's Excellent!

Other nice things: you can edit and compile OSL scripts inside 3DS Max, or even link them to your scene (or unlink to file, in 3DS Max terminology)!

Indeed, I just have one thing to say...
In 2012, Blender was the first to do all of this!

Brecht Van Lommel did a wonderful job on OSL integration in Cycles, as he did a wonderful job for Solid Angle Arnold.

For now 6 years, we use Blender for easy OSL dev., using included script editor, realtime render update, etc...
And, most impressive, Blender is still ahead! It includes closures and other advanced OSL functions not yet available in 3DSMax.

I started teaching OSL using Blender in 2013. Students were wondering why... Now, they are immediately proficient in writing OSL Shaders in 3DS Max 2019, from the first day!
Now, they can use their knowledge in the biggest and most powerful renderers !

Just because I started teaching OSL 5 years ago !

Long time before this standard was widely available, long time before autodesk decide that it's should be included in mainstream softwares, I was teaching OSL on Blender, Maya and 3DSMax (yes! 3DS Max!) for years!

Because, when your are teaching, you should NOT teach what exists now. You should NOT answer the actuel needs.

You have to teach what will exist when the students will leave school.
You have to teach what will be needed in the next 2, 3 or 10 years!

If you do so, your students will adapt themselve immediately to new technologies! Because they try them before all others.

And Blender is a wonderful tool for this goal.

So, if you are teacher, remeber this :

Go boldly where no human has gone before !

OSL in 3DS Max is the perfect illustration of this story!


WIP, NPR Lighting Shader

Here are the first results from my NPR Lighting Sahder.

It works with Arnold, with Autodesk Maya. It should work with 3DSMax, but the light rig would be much more difficult to do.

It is intend to be used for this year student's projects. It renders a NPR lighting, with colored non-realistic Rim Light, color shadows from the Main Light, some kind of AO, and some other features...


Substance Designer student works

It's near the end of the term of Shading Teaching, and here are the first results !

This year was very exciting, with a lot of new things ! The most important was the introduction of Substance Designer in shading session.

But the real best thing about this year was to work with wonderful students, doing such incredible shading, textures and materials !

One of them really revealed himself with Substance Designer : Ludovic Petiot.

Here his Artstation... And here is his reel :

Demoreel - Ludovic Petiot - 2018 from Ludovic Petiot on Vimeo.

Enjoy !


Happy New Year 2018

Just in time, Happy New Year to all of you !

I wish you an excellent an intense shading year !

Here is aone of the first picture rendered with PATATRAC ( PATh A TRACe), an OSL educational Path Tracer, with Russian roulette, MIS, Next Event Estimation... And, total freedom about shading !!!

This path tracer is the little borther of RIRE, a previous educational project.

Actual PATATRAC was made in less than 15 hours, mostly in real time, with students, during teaching. Next courses will help PATATRAC to be faster, with more functionnalities, and with a lot of experimental features !