2017/04/19

OSL Juggler for 3DSMax 2018 with ARNOLD


----------> JUGGLER for 3DSMax 2018(Autodesk) with ARNOLD MaxtoA (Solide Angle) :


You can download the shader HERE.


You have to follow the documentation to add it to MaxtoA (in Installation).

It's a material shader, you have to Assign Material to Selection.




OSL Juggler for Maya to ARNOLD !

----------> JUGGLER for Maya to ARNOLD (Solide Angle) :


You can download the shader HERE.


It's a material shader. you have to assign it to your selected objects to use it.
Put the .oso and .mtd your " C:\solidangle\mtoadeploy\2017\OSL " directory, and you'll have a new Juggler node available from the HyperShade shader list.



OSL Juggler for RENDERMAN !


----------> the OSL JUGGLER for RENDERMAN (Pixar), used in RENDERMAN for Maya :


You can download the shader HERE.


Due to Renderman limitation, the shader is a Pattern (no closure in Renderman...).
You have to connect it to a PxrConstant or PxrSurface to use it.

You have to connect two PxrVariable nodes to the shader, one with Po, the other one with Vn, both in 'world' coordinates.

It's heavier than in other renderer, but it seams to be the only to totally avoid problems, include in IPR mode...



2017/04/15

MasterClass OSL au BBUG en ligne

Les Masterclass OSL organisées au BBUG, à Bruxelles, sont en lignes :

Indispensables pour tous ceux qui veulent débuter en OSL avec Blender / Cycles !

En français uniquement, désolé...














Et aussi, toutes les MasterClass du BBUG :
** BBUG MASTERCLASSES **


Enjoy !!!

2017/04/10

1st Quarter 2017 OSL workshops and teaching reel

This first quarter 2017 OSL teaching session, at ESTEI school, was really nice, with cool results.

Here is the reel of works done during worshops, teaching session, or tutored works.
The shaders are 'as is' from students work, with no correction. Some little glintches are still present, but I prefer showing real student works instead of modified (and without bug) ones.

If you are intersted in OSL workshops, or sessions, or masterclasses.... just send me a message !

Enjoy !

OSL Shader Writing Courses, 1st quarter 2017, Students Works Reel from François Gastaldo on Vimeo.

2016/11/11

OSL Renderers Big List !!!

It's very difficult to find a complete list of renderers including Open shading Language.

I need it for OSL teaching and for my OSL Master-Class, so I made it myself !

I could miss some. If you don't find your Rendering software here, please, write a comment.

Some renderers have different features according the 3D software hosting it. So, I just list the ones including OSL.
It is very difficult to make this list, as the OSL implementation could be very different. In some case, it is even hidden to the final user (like in Corona for Maya). In other cases, there is no end-user interface for compiling the .osl shader (should be compiled by oslc before using it). Some are so poorly documented that it is near impossible to use.
I decided to make just six categories, mostly useful to end-user.
I didn't made Commercial vs Open source categories neither.
It could be very useful to make compatibility charts between renderers and OSL specification, but it's not the goal of this post.

This post is evolutive, according to renderers actualities.

This post is up to date the 12 / 04 / 2018, list version: 8.1

Full OSL renderers, with compilation UI
Closure + texture pattern,
ready to use,
in-software OSL compilation
.

-> Autodesk 3DS Max 2019 with Arnold Renderer included
------------------> OSL Documentation

-> Autodesk MAYA 2018+ with Arnold Renderer included
------------------> OSL Documentation

-> 3delight for Katana
------------------> OSL Documentation

-> Cycles in Blender
------------------> OSL Documentation

-> Cycles4D, Cycles for Cinema 4D
------------------> OSL Documentation

-> Vray for 3DSMax
------------------> OSL Documentation

-> Vray for Cinema4D
------------------> OSL Documentation (for full documentation, read documention of VRay for 3DS-Max)

-> Vray for Maya
------------------> OSL Documentation (very poor...)

-> Autodesk Beast
------------------> OSL Documentation

-> Arnold Render Standalone and API
------------------> OSL Documentation

Full OSL renderers
Closure + texture pattern,
ready to use,
not documented compilation or external oslc compilation
.
-> Appleseed HQ
------------------> OSL Documentation

-> 3delight, 3delight Studio Pro
------------------> OSL Documentation

-> 3delight for Maya (very promising and useable experimental feature...)
------------------> OSL Documentation

-> FluidRay (no available public documentation)

-> BRL-CAD, Open source Solid Modeling CAD
------------------> OSL Documentation

-> XRT Renderer
------------------> OSL Documentation



Texture Pattern only OSL renderers
-> Pixar Renderman 21+, and Pixar Renderman for Maya
------------------> OSL Documentation

-> Clarisse 3.6 IFX
------------------> OSL Documentation

-> Autodesk 3DS Max 2019 (with export of OSL generated maps to any renderer !)
------------------> OSL Documentation

-> Octane Render
------------------> OSL Documentation



Futur, promised in next release, or currently in OSL implementation
-> Maneki NPR and Photo-Surreal Rendering Renderer, with 3Delight included



Non-rendering software OSL compatibility
-> Shader FX, node based OSL script generation include in Autodesk Maya and Autodesk 3DSMax
------------------> Documentation

-> Gaffer, framework for VFX
------------------> OSL Documentation


Project using OSL
-> Animal Logic Glimpse renderer

-> Cycles standalone

-> Ubisoft motion picture group's proprietary renderer.

-> Spectral Studio (no more available as public, still used as in-house renderer)

-> Helios GPU + OSL Project

-> Paprika NPR Render (no update since 2014)

-> open shading language renderer project




2016/05/03

OPHTALMY Short Film

Here is the reason why I didn't post for so long :

OPHTALMY is a short film I made as an educational project used for teaching in Bachelor Classes.

I used it for teaching rigging, texturing, shading, lighting and compositing.

Enjoy !


Ophtalmy from François Gastaldo on Vimeo.

2016/02/21

OSL Masterclass !

La Masterclass OSL aura lieu le 27 février à Bruxelles.

Une journée complète sur OSL !

En partant du niveau débutant le matin, j'attaquerai le Shading complexe l'après-midi.

Si le Shading vous intéresse, c'est l'événement à ne pas manquer !

Plus d'informations ici.

2015/12/31

Happy New Year !

Happy new Year 2016 to all!

With a lot of RIRE!

Bonne Année 2016 à tous, avec beaucoup, beaucoup de Rires !

for this new year, new features:
- IBL
- better Light tracing (not yet full bidi...)

And soon, RIRE in classroom!

2015/12/26

Christmas 'pour RIRE'

RIRE, the Full OSL Path Tracing, is going on!

Currently, the main problem is … Time! Not rendering time, but finding time to continue it and made a ‘usable for education’ version.
Indeed, there are some new features.

Choosable materials: As the ‘setmessage’ is not implemented in Cycles, I use objects name to choose the material. I read the name with:

getmessage ("trace", "geom:name" , CurrentObjName ) ;

then I read the material number. It’s very limited, but it works!

There is also a new Lighting rendering included (with cleaner code).

On the way, there is IBL and more complex materials…

To be continued…

2015/12/07

Artistic control on Path Tracing: Bouguer Factor included in RIRE

Usually, many path tracers over the CG market lack of any artistic control over the rendering.

There is nothing to have control of lighting on an artist point of view: contrast, flatness, hardness.

All you can do is working on Tone Mapping or on image post processing. It means that it is near impossible to preserve textures, colors or materials while doing such image degradation.

I implemented the BOUGUER FACTOR’ in RIRE (Renderer inside Renderer).

The Bouguer Factor is a true control over Path Tracing for artist.
It allows, with:
- small value: very bright and soft lighting.
- bigger value: very dark (noir) and hard lighting.

All without compromising lighting realism (same number of bounces), while maintaining texture, colors and materials.

The use of the Bouguer Factor is just another good reason to do not have to add an Ambient Occlusion Pass to your rendering, and then have less render time. (Indeed, if you still need one, just use GAO).

Here are some examples:




2015/12/05

RIRE, the OSL Path Tracer: some improvements

RIRE, our full OSL Path Tracer 'pour rire', is going on !

The last improvements are :
- Better Russian Roulette (still need more improvements).
- Shortest Path evalutation, with Back Directionnal Path Tracing.
- Better mixing between direct light and environment contribution.

Now, some comparisons with Cycles, even if comparaison is not reason ! RIRE is about 30 to 40% slower. Indeed, it's faster than expected !

Comparaison : 200 Samples, 64 bounces max :
RIRE :



Cycles :



Now, with just 20 Samples! :
RIRE :


Cycles :


And just some test render :

To be continued!