TextureOsl#
(Osl)
- Abstract Class
- Category:
/Texture/OSL
- Default object name:
osl
- Inherits from: ProjectItem > TextureOperator > Texture > TextureSpatial
- Inherited by: TextureOslFile, TextureOslScript
No corresponding User page.
Description#
Compute an Open Shading Language Shader
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
action |
force_compilation |
VISUAL_HINT_DEFAULT |
|
reference (Group ) |
geometries |
VISUAL_HINT_GROUP |
Define which geometries to raytrace on. By default it uses the 3D layer geometries. |
long |
rays_type |
VISUAL_HINT_DEFAULT |
Define the type of rays casted during the texture evaluation. |
Inherited Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
bool |
pass_through |
VISUAL_HINT_DEFAULT |
If checked, the current texture is not evaluated and the value of the attribute selected in Pass Through Attribute is directly forwarded. |
string |
master_input |
VISUAL_HINT_TAG |
Name of the attribute that will be used as output if Pass Through is enabled. |
bool |
invert |
VISUAL_HINT_DEFAULT |
If checked, the texture is inverted. |
double |
opacity |
VISUAL_HINT_PERCENTAGE |
Set the opacity of the texture. |
long |
projection |
VISUAL_HINT_DEFAULT |
Define the projection used to evaluate the texture. |
long |
space |
VISUAL_HINT_DEFAULT |
Define whether the texture is evaluated in 2D or 3D. In 2D space, the texture is stretched along the projection axis whereas in 3D space all components are used. |
long |
axis |
VISUAL_HINT_DEFAULT |
Define the projection axis. |
reference (UvSlot ) |
uv_slot |
VISUAL_HINT_DEFAULT |
Define which UV slot is used when the project mode is set to UV. |
long |
object_space |
VISUAL_HINT_DEFAULT |
Set the space in which the object must be considered when computing the projection. |
string |
reference_positions |
VISUAL_HINT_TAG |
Set the name of the property that contains reference positions of the geometry that have to be used when computing projections. |
string |
uv_property |
VISUAL_HINT_TAG |
Set the name of the property that contains uv's of the geometry that have to be used when computing projections. |
reference (Camera ) |
camera |
VISUAL_HINT_DEFAULT |
Define which camera is used when the texture is in Camera projection mode. |
bool |
camera_occlusion |
VISUAL_HINT_DEFAULT |
When on the texture looks for potential occluder between the sample position and the camera. If no occluder is found the sample gets mapped. |
reference (Group ) |
camera_occluders |
VISUAL_HINT_GROUP |
Define which geometries are occluders when camera occlusion is enabled. By default it uses the 3D layer geometries. |
reference (SceneItem ) |
reference_object |
VISUAL_HINT_DEFAULT |
If an object is selected, the texture will use the object's transformation matrix to compute the texture coordinates. |
double[3] |
projection_translate |
VISUAL_HINT_DISTANCE |
Offset the position of the projection. Enable with Planar, Cylindrical, Spherical, Cubic. |
double[3] |
projection_rotate |
VISUAL_HINT_ANGLE |
Offset the rotation of the projection. Enable with Planar, Cylindrical, Spherical, Cubic. |
double[3] |
projection_scale |
VISUAL_HINT_SCALE |
Offset the scaling of the projection. Enable with Planar, Cylindrical, Spherical, Cubic. |
action |
fit_to_bounding_box |
VISUAL_HINT_DEFAULT |
|
double[3] |
uv_translate |
VISUAL_HINT_DISTANCE |
Offset the UV by the specified values in UVW space. |
double[3] |
uv_rotate |
VISUAL_HINT_ANGLE |
Rotate the UV by the specified values in UVW space. |
double[3] |
uv_scale |
VISUAL_HINT_SCALE |
Scale the UV by the specified values in UVW space. |
CID#
class "TextureOsl" "TextureSpatial" {
abstract yes
#version 0.9
icon "../icons/object_icons/osl.iconrc"
category "/Texture/OSL"
doc "Compute an Open Shading Language Shader"
attribute_group "shader" {
doc "Force this OSL shader to be compiled."
action "force_compilation" {
value <empty>
}
}
attribute_group "raytracing" {
collapsed yes
group "geometries" {
doc "Define which geometries to raytrace on. By default it uses the 3D layer geometries."
filter "SceneObject"
null_label "Use Layer 3D"
input "motion" "geometry"
value ""
}
long "rays_type" {
doc "Define the type of rays casted during the texture evaluation."
preset "Camera" "0"
preset "Shadow" "1"
preset "Gi" "2"
preset "Reflection" "3"
preset "Refraction" "4"
preset "Sss" "5"
preset "Previz" "6"
preset "Baking" "7"
value 0
}
}
}