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diff --git a/osl.html.markdown b/osl.html.markdown new file mode 100644 index 00000000..af5f83bc --- /dev/null +++ b/osl.html.markdown @@ -0,0 +1,751 @@ +--- +language: osl +filename: learnosl.osl +contributors: + - ["Preetham Pemmasani", "https://github.com/Preetham-ai"] +--- + +OSL (Open Shading Language) is a programming language designed by Sony for Arnold Renderer used for creating shaders. + +[Read more here.](https://raw.githubusercontent.com/imageworks/OpenShadingLanguage/master/src/doc/osl-languagespec.pdf) + +```c + + +// Single-line comments start with // + +/* Multi line comments are preserved. */ + +// Statements can be terminated by ; +divide(1,2); + +/////////////// +// 1. Basics // +/////////////// + +// Declating variables +color Blue; // Initializing a variable +int _num = 3; +float Num = 3.00; +float c[3] = {0.1, 0.2, 3.14}; // Array + +// Math works as you would expect +3 + 1; // 4 +74 - 3; // 71 +20 * 2; // 40 +75/3; // 25.0 + +// And modulo division only works with integers +10 % 2; // 0 +31 % 4; // 1 + +// Bitwise operations only works with integers +- 0 // 1 (Unary Negation) +~ 00100011 // 11011100 (bitwise Compliment) +1 << 2; // 4 (shift Left) +12 >> 1; // 3 (shift Right) +1 & 0; // 0 (bitwise AND) +1 | 0; // 1 (bitwise OR) +1 ^ 1; // 0 (bitwise XOR) + +// We also have booleans +true; +false; + +// Booleans can't be compared to integers +true == 1 // Error +false == 0 // Error + +// Negation uses the ! symbol +!0; // 1 +!1; // 0 +!2; // 0 +//... and so on + +// Relation Operators are defined like: +0 == 0 // true (equal to) +0 != 1 // true (not equal to) +5 < 3 // false (less then) +3 <= 3 // true (less than or equal to) +69 > 69 // false (greater than) +99 >= 52 // true (greater than or equal) + + +// Functions are same as C and C++ +float sum(float a, float b){ + return a+b; +} + +int subtract(int a, int b){ + return a-b; +} + +sum(2,3); // 5 + +//////////////// +// 2. Shaders // +//////////////// + +// Shaders explain the custom behavior of materials and light +// Shader's syntax is similar to the main function in C +// The inputs and the outputs should be initialized to default types +shader multiply(float a = 0.0, + float b = 0.0, + output float c = 0.0){ + c = a*b; +} + +// Double brackets[[ ]] is used to classify metadata of a shader +surface plastic + [[ string help = "Realistic wood shader" ]] +( + color Plastic = color (0.7, 0.5, 0.3) [[ string help = "Base color" ]], + float Reflectivity = 0.5 [[ float min = 0, float max = 1 ]], +){...} + +/////////////////////////////////////// +// Metadata Types +/////////////////////////////////////// + +[[ string label = "IOR" ]] // Display-name in UI of the parameter +[[ string help = "Change Refractive Index" ]] // Info about the parameter +[[ string help = "widget" // Gives widgets to input the parameter + string widget = "number" ]] // input float or int + string widget = "string" ]] // String input + string widget = "boolean" ]] // yes/no (or) 1/0 + string widget = "popup", options = "smooth|rough" ]] // Drop-down list + // enum Drop-down list can also be made + string widget = "mapper", options = "smooth:0|rough:1" ]] + string widget = "filename" ]] // Input files externally + string widget = "null" ]] // null input + +[[ float min = 0.0 ]] // Minimum value of parameter +[[ float max = 0.5 ]] // Maximum value of parameter +[[ int slider = 3.0 // Adds a slider as an input + int slidermin = -1]] // minimum value of the slider + int slidermax = 3]] // maximum value of the slider + int slidercenter = 2]] // origin value of the slider + +[[ float sensitivity = 0.5 ]] // step size for incrementing the parameter +[[ string URL = www.example.com/ ]] // URL of shader's documentation + + + +// There are different types of shaders + +/* Surface shaders determine the basic material properties of a surface and +how it reacts to light */ +// Light shaders are a type of SURFACE shaders used for emissive objects. +// Displacement shaders alter the geometry using position and normals. +// Volume shaders adds a medium like air/smoke/dust into the scene. + +volume multiply(float a = 0.0, float b = 0.0, output float c = 0.0){ + c = 2*a+b; +} + +//////////////////////////////////////// +// 3. Data Types and Global Variables // +//////////////////////////////////////// + +// Data Types + +// 1. The void type indicates a function that doesn't return any value + +// 2. int (Integer) + int x = -12; // Minimum size of 32-bits + int new2 = 0x01cf; // Hexadecimal can also be specified + + /////////////////////////////////////// + // Order of Evaluation + /////////////////////////////////////// + + // From top to bottom, top has higher precedence + //--------------------------// + // Operators // + //--------------------------// + // int++, int-- // + // ++ int --int - ~ ! // + // * / % // + // + - // + // << >> // + // < <= > >= // + // == != // + // & // + // ^ // + // | // + // && // + // || // + // ?: // + // = += -= *= /= // + //--------------------------// + +// 3. float (Floating-point number) + float A = 2.3; // minimum IEEE 32-bit float + float Z = -4.1e2; // Z = -4.1 * 10^2 + + // Order of evaluation is similar to int. + // Operations like ( ~ ! % << >> ^ | & && || ) aren't available in float + +// 4. string + // The syntax is similar to C + string new = "Hello World"; + // some Special characters: + /* + '\"'; // double quote + '\n'; // newline character + '\t'; // tab character (left justifies text) + '\v'; // vertical tab + '\\'; // back slash + '\r'; // carriage return + '\b'; // backspace character + */ + + // Strings are concatenated with whitespace + "Hello " "world!"; // "Hello world!" + // concat function can also be used + string concat ("Hello ","World!"); // "Hello world!" + + // printf function is same as C + int i = 18; + printf("I am %d years old",i); // I am 18 years old + + // String functions can alse be used + int strlen (string s); // gives the length of the string + int len = strlen("Hello, World!"); // len = 13 + + // startswith returns 1 if string starts with prefix, else returns 0 + int starts = startswith("The quick brown fox", "The"); // starts = 1 + + // endswith returns 1 if string starts with suffix, else returns 0 + int ends = endswith("The quick brown fox", "fox"); // ends will be 1 + +// 5. color (Red, Green, Blue) + color p = color(0,1,2); // black + color q = color(1); // white ( same as color(1,1,1) ) + color r = color("rgb", 0.23, 0.1, 0.8); // explicitly specify in RGB + color s = color("hsv", 0.23, 0.1, 0.8); // specify in HSV + // HSV stands for (Hue, Saturation, Luminance) + // HSL stands for (Hue, Saturation, Lightness) + // YIQ, XYZ and xyY formats can also be used + // We can also access the indivudual values of (R,G,B) + float Red = p[0]; // 0 (access the red component) + float Green = p[1]; // 1 (access the green component) + float Blue = p[2]; // 2 (access the blue component) + + // They can also be accessed like this + float Red = p.r; // 0 (access the red component) + float Green = p.g; // 1 (access the green component) + float Blue = p.b; // 2 (access the blue component) + + // Math operators work like this with decreasing precedence + color C = (3,2,3) * (1,0,0); // (3, 0, 0) + color D = (1,1,1) * 255; // (255, 255, 255) + color E = (25,5,125) / 5; // (5, 1, 25) + color F = (30,40,50) / (3,4,5); // (10, 10, 10) + color A = (1,2,3) + (1,0,0); // (2, 2, 3) + color B = (1,2,3) - (1,0,0); // (0, 2, 3) + // Operators like ( - == != ) are also used + + // Color Functions + color blackbody (1500) // Gives color based on temperature (in Kelvin) + float luminance (0.5, 0.3, 0.8) // 0.37 gives luminance cd/m^2 + // Luminance is calculated by 0.2126R+0.7152G+0.0722B + color wavelength color (700) // (1, 0, 0) Gives color based on wavelength + color transformc ("hsl", "rgb") // converts one system to another + +// 6. point (x,y,z) is position of a point in the 3D space +// 7. vector (x,y,z) has length and direction but no position +// 8. normal (x,y,z) is a special vector perpendicular to a surface + // These Operators are the same as color and have the same precedence + L = point(0.5, 0.6, 0.7); + M = vector(30, 100, 70); + N = normal(0, 0, 1); + + // These 3 types can be assigned to a coordinate system + L = point("object", 0.5, 0.6, 0.7); // relative to local space + M = vector("common", 30, 100, 70); // relative to world space + // There's also ("shader", "world", "camera", "screen", "raster", "NDC") + + float x = L[0]; // 0.5 (access the x-component) + float y = L[1]; // 0.6 (access the y-component) + float z = L[2]; // 0.7 (access the z-component) + + // They can also be accessed like this + float x = M.x; // 30 (access the x-component) + float y = M.y; // 100 (access the y-component) + float z = M.z; // 70 (access the z-component) + + float a = dot ((1,2,3), (1,2,3)); // 14 (Dot Product) + vector b = cross ((1,2,3), (1,2,3)); // (0,0,0) (Cross Product) + float l = length(L); // 1.085 (length of vector) + vector normalize (vector L); // (0.460, 0.552, 0.644) Normalizes the vector + + point p0 = point(1, 2, 3); + point p1 = point(4, 5, 6); + point Q = point(0, 0, 0); + + // Finding distance between two points + float len = distance(point(1, 2, 3), point(4, 5, 6)); // 5.196 + // Perpendicular distance from Q to line joining P0 and P1 + float distance (point P0, point P1, point Q); // 2.45 + + +// 9. matrix + // Used for transforming vectors between different coordinate systems. + // They are usually 4x4 (or) 16 floats + matrix zero = 0; // makes a 4x4 zero matrix + /* 0.0, 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, 0.0 */ + + matrix ident = 1; // makes a 4x4 identity matrix + /* 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0 */ + + matrix m = 7; // Maked a 4x4 scalar matrix with scaling factor of 7 + /* 7.0, 0.0, 0.0, 0.0, + 0.0, 7.0, 0.0, 0.0, + 0.0, 0.0, 7.0, 0.0, + 0.0, 0.0, 0.0, 7.0 */ + + float x = m[1][1]; // 7 + + // matrices can be constructed using floats in row-major order + // matrices are usually 4x4 with 16 elements + matrix myMatrix = matrix(1.0, 0.0, 0.0, 0.0, // Row 1 + 0.0, 2.0, 0.0, 0.0, // Row 2 + 0.0, 0.0, 3.0, 0.0, // Row 3 + 0.0, 0.0, 0.0, 4.0); // Row 4 + + // matrix transformations are easy to implement + matrix a = matrix ("shader", 1); // converted shader to common + matrix m = matrix ("object", "world"); // converted object to world + + // Operations that can be used with decreasing precedence are: + // ( - * / == !=) + + float determinant (matrix M) // 24 (returns the determinant of the matrix) + float transpose (matrix M) // returns the transpose of the matrix + /* 1.0, 0.0, 0.0, 0.0, + 0.0, 2.0, 0.0, 0.0, + 0.0, 0.0, 3.0, 0.0, + 0.0, 0.0, 0.0, 4.0 */ + +// 10. array + // Arrays in OSL are similar to C + float a[5]; // initialize array a with size 5 + int b[3] = {90,80,70}; // declare array with size 3 + int len = arraylength(b); // 3 + int f = b[1]; // 80 + float anotherarray[3] = b; // arrays can be copied if same type + +// 11. struct (Structures) + // Structures in OSL are similar to C and C++. + struct RGBA { // Defining a structure + color rgb; + float alpha; + }; + + + RGBA col; // Declaring a structure + RGBA b = { color(0.1, 0.2, 0.3), 1 }; // Can also be declared like this + + r.rgb = color (1, 0, 0); // Assign to one field + color c = r.rgb; // Read from a structure field + +// 12. closure + // Closure is used to store data that aren't considered when it executes. + // It cannot be manipulated or read. + // A null closure can always be assigned. + // OSL currently only supports color as their closure. + + // A few examples of closures are: + + // Diffuse BSDF closures: + closure color oren_nayar_diffuse_bsdf(normal N, color alb, float roughness) + closure color burley_diffuse_bsdf(normal N, color alb, float roughness); + + // Dielectric BSDF closure: + closure color dielectric_bsdf(normal N, vector U, color reflection_tint, + color transmission_tint, float roughness_x, float roughness_y, + float ior, string distribution); + + // Conductor BSDF closure: + closure color conductor_bsdf(normal N, vector U, float roughness_x, + float roughness_y, color ior, color extinction, string distribution); + + // Generalized Schlick BSDF closure: + closure color generalized_schlick_bsdf(normal N, vector U, + color reflection_tint, color transmission_tint, + float roughness_x, float roughness_y, color f0, color f90, + float exponent, string distribution); + + // Translucent BSDF closure: + closure color translucent_bsdf(normal N, color albedo); + + // Transparent BSDF closure: + closure color transparent_bsdf(); + + // Subsurface BSSRDF closure: + closure color subsurface_bssrdf(); + + // Sheen BSDF closure: + closure color sheen_bsdf(normal N, color albedo, float roughness); + + // Anisotropic VDF closure: (Volumetric) + closure color anisotropic_vdf(color albedo, color extinction, + float anisotropy); + + // Medium VDF closure: (Volumetric) + closure color medium_vdf(color albedo, float transmission_depth, + color transmission_color, float anisotropy, float ior, int priority); + + closure color uniform edf(color emittance); // Emission closure + closure color holdout(); // Holdout Hides objects beneath it + + // BSDFs can be layered using this closure + closure color layer (closure color top, closure color base); + + + +// Global Variables +// Contains info that the renderer knows +// These variables need not be declared + +point P // Position of the point you are shading +vector I // Incident ray direction from viewing position to shading position +normal N // Normal of the surface at P +normal Ng // Normal of the surface at P irrespective of bump mapping +float u // UV 2D x - parametric coordinate of geometry +float v // UV 2D y - parametric coordinate of geometry +vector dPdu // change of P with respect to u tangent to the surface +vector dPdv // change of P with respect to v tangent to the surface +float time // Current time +float dtime // Time covered +vector dPdtime // change of P with respect to time + +///////////////////// +// 4. Control flow // +///////////////////// + +// Conditionals in OSL are just like in C or C++. + +// If/Else +if (5>2){ + int x = s; + int l = x; +} +else{ + int x = s + l; +} + +// 'while' loop +int i = 0; +while (i < 5) { + i += 1; + printf("Current value of i: %d\n", i); +} + +// 'do-while' loop is where test happens after the body of the loop +int i = 0; +do { + printf("Current value of i: %d\n", i); + i += 1; +} while (i < 5); + +// 'for' loop +for (int i = 0; i < 5; i += 1) { + printf("Current value of i: %d\n", i); +} + +///////////////////// +// 5. Functions // +///////////////////// + +// Math Constants + M_PI // π + M_PI_35 // π/35 + m_E // e + M_LN2 // ln 2 + M_SQRT2 // √2 + M_SQRT1_2 // √(1/2) + +// Geometry Functions + vector N = vector(0.1, 1, 0.2); // Normal vector + vector I = vector(-0.5, 0.2, 0.8); // Incident vector + + // Faceforward tells the direction of vector + vector facing_dir = faceforward(N, I); // facing_dir = (-0.5, 0.2, 0.8) + + // faceforward with three arguments + vector ref = vector(0.3, -0.7, 0.6); // Reference normal + facing_dir = faceforward(N, I, ref); // facing_dir = (0.5, -0.2, -0.8) + + // reflect gives the reflected vector along normal + vector refl = reflect(I, N); // refl = (-0.7, -0.4, 1.4)\ + + // refract gives the refracted vector along normal + float ior = 1.5; // Index of refraction + vector refr = refract(I, N, ior); // refr = (-0.25861, 0.32814, 0.96143) + + /* Fresnel computes the Reflection (R) and Transmission (T) vectors, along + with the scaling factors for reflected (Kr) and transmitted (Kt) light. */ + float Kr, Kt; + vector R, T; + fresnel(I, N, ior, Kr, Kt, R, T); +/* Kr = 0.03958, Kt = 0.96042 + R = (-0.19278, -0.07711, 0.33854) + T = (-0.25861, 0.32814, 0.96143) */ + + // Rotating a point along a given axis + point Q = point(1, 0, 0); + float angle = radians(90); // 90 degrees + vector axis = vector(0, 0, 1); + point rotated_point = rotate(Q, angle, axis); + // rotated_point = point(0, 1, 0) + + // Rotating a point along a line made by 2 points + point P0 = point(0, 0, 0); + point P1 = point(1, 1, 0); + angle = radians(45); // 45 degrees + Q = point(1, 0, 0); + rotated_point = rotate(Q, angle, P0, P1); + // rotated_point = point(0.707107, 0.707107, 0) + + // Calculating normal of surface at point p + point p1 = point(1, 0, 0); // Point on the sphere of radius 1 + vector normal1 = calculatenormal(p1); + // normal1 = vector(1, 0, 0) + + // Transforming units is easy + float transformu ("cm", float x) // converts to cm + float transformu ("cm", "m", float y) // converts cm to m + +// Displacement Functions + void displace (float 5); // Displace by 5 amp units + void bump (float 10); // Bump by 10 amp units + + +// Noise Generation + + type noise (type noise (string noisetype, float u, float v, ...)); // noise + type noise (string noisetype, point p,...); // point instead of coordinates + /* some noises are ("perlin", "snoise", "uperlin", "noise", "cell", "hash" + "simplex", "usimplex", "gabor", etc) */ + + // Noise Names + + // 1. Perlin Noise (perlin, snoise): + // Creates smooth, swirling noise often used for textures. + // Range: [-1, 1] (signed) + color cloud_texture = noise("perlin", P); + + // 2. Simplex Noise (simplex, usimplex): + // Similar to Perlin noise but faster. + // Range: [-1, 1] (signed) for simplex, [0, 1] (unsigned) for usimplex + float bump_amount = 0.2 * noise("simplex", P * 5.0); + + // 3. UPerlin Noise (uperlin, noise): + // Similar to peril + // Range: [0, 1] (unsigned) + color new_texture = noise("uperlin", P); + + // 4. Cell Noise (cell): + // Creates a blocky, cellular and constant values within each unit block + // Range: [0, 1] (unsigned) + color new_texture = noise("cell", P); + + // 5. Hash Noise (hash): + // Generates random, uncorrelated values at each point. + // Range: [0, 1] (unsigned) + color new_texture = noise("hash", P); + + // Gabor Noise (gabor) + // Gabor Noise is advanced version of Perin noies and gives more control + // Range: [-1, 1] (signed) + // Gabor Noise Parameters + + // Anisotropic (default: 0) + // Controls anisotropy: + // 0: Isotropic (equal frequency in all directions) + // 1: Anisotropic with user-defined direction vector (defaults to (1,0,0)) + /* 2: Hybrid mode,anisotropic along direction vector but radially isotropic + perpendicularly. */ + + // Direction (default: (1,0,0)) + // Specifies the direction of anisotropy (used only if anisotropic is 1). + + // bandwidth (default: 1.0) + // Controls the frequency range of the noise. + + // impulses (default: 16) + // Controls the number of impulses used per cell, affecting detail level. + + // do_filter (default: 1) + // Enables/disables antialiasing (filtering). + + result = noise( + "gabor", + P, + "anisotropic", anisotropic, + "direction", direction, + "bandwidth", bandwidth, + "impulses", impulses, + "do_filter", do_filter + ); + + // Specific noises can also be used instead of passing them as types + // pnoise is periodic noise + float n1 = pnoise("perlin", 0.5, 1.0); + // 2D periodic noise with Gabor type + float n2 = pnoise("gabor", 0.2, 0.3, 2.0, 3.0); + // 2D non-periodic simplex noise + float n3 = snoise(0.1, 0.7); + // 2D periodic simplex noise + type psnoise (float u, float v, float uperiod, float vperiod); + float n4 = psnoise(0.4, 0.6, 0.5, 0.25); + // 2D cellular noise + float n5 = cellnoise(0.2, 0.8); + // 2D hash noise + int n6 = hash(0.7, 0.3); + +// Step Function + // Step Functions are used to compare input and threshold + + // The type may be of float, color, point, vector, or normal. + type step (type edge, type x); // Returns 1 if x ≥ edge, else 0 + color checker = step(0.5, P); // P is a point on the surface + /* Pixels with P values below 0.5 will be black, those above or equal will + be white */ + float visibility = step(10, distance(P, light_position)); + // Light is fully visible within 10 units, completely invisible beyond + + type linearstep (type edge0, type edge1, type x); /* Linearstep Returns 0 + if x ≤ edge0, and 1 if x ≥ edge1, with linear interpolation */ + color gradient = linearstep(0, 1, P); + // P is a point on the surface between 0 and 1 + // Color will graduate smoothly from black to white as P moves from 0 to 1 + float fade = linearstep(0.85, 1, N.z); // N.z is the z-component + // Object edges with normals close to vertical (N.z near 1) will fade out + + type smoothstep (type edge0, type edge1, type x); /* smoothstep Returns 0 + if x ≤ edge0, and 1 if x ≥ edge1, with Hermite interpolation */ + float soft_mask = smoothstep(0.2, 0.8, noise(P)); /* noise(P) is a noisy + value between 0 and 1. soft_mask will vary smoothly between 0 and 1 based + on noise(P), with a smoother curve than linearstep */ + +// Splines + // Splines are smooth curves based on a set of control points + + /* The type of interpolation ranges from "catmull-rom", "bezier", + "bspline", "hermite", "linear", or "constant" */ + + // Spline with knot vector + float[] knots = {0, 0, 0, 0.25, 0.5, 0.75, 1, 1, 1}; + point[] controls = {point(0),point(1, 2, 1),point(2, 1, 2),point(3, 3, 1)}; + spline curve1 = spline("bezier", 0.5, len(knots), controls); + // curve1 is a Bezier spline evaluated at u = 0.5 + + // Spline with control points + spline curve2 = spline("catmull-rom", 0.25, point(0, 0, 0), point(1, 2, 1), + point(2, 1, 2), point(3, 3, 1)); + // curve2 is a Catmull-Rom spline evaluated at u = 0.25 + + // Constant spline with a single float value + float value = 10; + u = 0.1; + spline curve5 = spline("constant", u, value); + // curve5 is a constant spline with value 10 evaluated at u = 0.1 + + // Hermite spline with point and vector controls + point q0 = point(0, 0, 0), q1 = point(3, 3, 3); + vector t0 = vector(1, 0, 0), t1 = vector(-1, 1, 1); + u = 0.75; + spline curve3 = spline("hermite", u, q0, t0, q1, t1); + // curve3 is a Hermite spline evaluated at u = 0.75 + + // Linear spline with float controls + float f0 = 0, f1 = 1, f2 = 2, f3 = 3; + u = 0.4; + spline curve4 = spline("linear", u, f0, f1, f2, f3); + // curve4 is a linear spline evaluated at u = 0.4 + + // InverseSplines also exist + + // Inverse spline with control values + float y0 = 0, y1 = 1, y2 = 2, y3 = 3; + float v = 1.5; + float u1 = splineinverse("linear", v, y0, y1, y2, y3); + // u1 = 0.5 (linear interpolation between y1 and y2) + + // Inverse spline with knot vector + float[] knots = {0, 0, 0, 0.25, 0.5, 0.75, 1, 1, 1}; + float[] values = {0, 1, 4, 9}; + v = 6; + float u2 = splineinverse("bezier", v, len(knots), values); + // u2 = 0.75 (Bezier spline inverse evaluated at v = 6) + + // Inverse spline with constant value + v = 10; + float u3 = splineinverse("constant", v, 10); + // u3 = 0 (since the constant spline always returns 10) + + // Inverse spline with periodic values + float y4 = 0, y5 = 1, y6 = 0; + v = 0.5; + float u4 = splineinverse("periodic", v, y4, y5, y6); + // u4 = 0.75 (periodic spline inverse evaluated at v = 0.5) + + + +// Calculus Operators + // Partial derivative of f with respect to x, y and z using Dx, Dy, Dz + float a = 3.14; + float dx = Dx(a); // partial derivative of a with respect to x + + point p = point(1.0, 2.0, 3.0); + vector dp_dx = Dx(p); // partial derivative of p with respect to x + + vector dv_dy = Dy(N); // partial derivative of normal with respect to y + + color c = color(0.5, 0.2, 0.8); + color dc_dz = Dz(c); // partial derivative of c with respect to z + + + float area (point p) // gives the surface area at the position p + + float filterwidth (float x) // gives the changes of x in adjacent samples + +// Texture Functions + // lookup for a texture at coordinates (x,y) + color col1 = texture("texture.png", 0.5, 0.2); + // Lookup color at (0.5, 0.2) in texture.png + + // 3D lookup for a texture at coordinates (x,y) + color col3 = texture3d("texture3d.vdb", point(0.25, 0.5, 0.75)); + + // parameters are ("blur","width","wrap","fill","alpha","interp", ...) + color col2 = texture("texture.png",1.0,0.75,"blur",0.1,"wrap", "periodic"); + // Lookup color at (1.0, 0.75) with blur 0.1 and periodic wrap mode + +// Light Functions + + float surfacearea (); // Returns the surface area of area light covers + int backfacing (); // Outputs 1 if the normals are backfaced, else 0 + int raytype (string name); // returns 1 if the ray is a particular raytype + + // Tracing a ray from a position in a direction + point pos = point(0, 0, 0); // Starting position of the ray + vector dir = vector(0, 0, 1); // Direction of the ray + int hit = trace(pos, dir); // returns 1 if it hits, else 0 + +``` +### Further reading + +* [Blender Docs for OSL](https://docs.blender.org/manual/en/latest/render/shader_nodes/osl.html) +* [C4D Docs for OSL](https://docs.otoy.com/cinema4d//OpenShadingLanguageOSL.html) +* Open Shading Language on [Github](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage) +* [Official OSL Documentation](https://open-shading-language.readthedocs.io/en/main/)
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