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New Open Shading Language and Cycles Website

8

Thomas Dinges presents a new website for Cycles users.

Thomas writes:

Hi Bart,

I am happy to announce openshading.com.
It's a new Tutorial and Information website about Open Shading Language and Cycles.

Open Shading Language (OSL) is a powerful shading system, which allows you to write custom shaders. It has been integrated into Cycles and will be inside of the upcoming Blender 2.65 release. See also here.

Best regards,
Thomass

Link

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

8 Comments

  1. What a beautifully sophisticated looking site. Nice colour scheme and very relaxing to read. Perhaps the red download link on the Cycles page could be a different colour - the most important link on the site is almost invisible :-)

  2. Thank you guys for all of this!!!
    Site is very cool BTW! I found there a lot of links to other sites related to OSL.
    Awesome, what can I say more! :)

  3. Can OSL be used as a post process in the compositor? Or is it for material shading only?

    That is, can we use it for edge detection, and get NPR images like Freestyle?

    I have Freestyle as a separate build, and I can wait for it to be in trunk. Just wondering if this is possible with OSL.

  4. Does the site have the blessings of Sony and Larry Gritz, by any chance? Have you asked him if he has any tutorials [especially programmable ones] available to commit to the site?

    - Marc Driftmeyer

  5. Gertjan van den Broek on

    Wow, this is going to become big. Think of the cool stuff you can do with this.
    Not only can you write custom shader behaviour, but you can cheat reality and you can compile your giant shader trees into a compact and performant single node (assuming you know what you're doing).

    The best part would be (I haven't tested it yet) to be able to create custom BSDF outputs.
    But as with cycles, the interface around it and it's application will need to mature a bit.

    However it's so sad that blender internal is going to be discontinued. I'd love to be able to write glsl shaders for the viewport and all that good stuff.
    Oh well, I guess the horrible fate of BF is that everybody will keep on whining about something.

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