Unfortunately you will never see a real blur node in Blender but there is way to fake blur like this video show here ;
Isnāt Blender using OSL? In Max all the OSL node code is exposed in the material editor and is fully editable. You can also load/save custom OSL nodes and users share them. Is this possible in Blender?
No cycles supports OSL shaders when rendering in the cpu but the cycles shaders are not OSL.
Right. Thanks. I was wondering what the āUse OSLā checkbox was for in the render properties panel. That clears it up. Pity OSL isnāt supported in the nodes, Iām sure weād see a ton of user-created content if it were.
Well, it is supported in the nodes. Simply add a āscript nodeā, write your code into a text editor window and chose it from the drop down menu in the script node.
Problem is, that it isnāt supported by gpu which I think is why many donāt use it that much.
But there is content if you look for it.
In the Text edit there is a ātemplatesā menu where you can load, well, templates. You can use one of them if you want to test it.
OSL is part of Cycles since the beginningā¦ at least the main part of OSL!
We still lack from:
- Metadata for Shader parameters (dropdowns, checkboxes, mappers, filenamers, etc)
- Messaging system between nodes (itās wonderfull to have, but few know what it can do)
- Shaded traced rays (call shaders from geometry hitted by
trace()
) - PointClouds! (which is a pitty!! Really, a huge sadness!!!)
- and, not Cycles fault, it must run in CPUās only (perhaps the main reason nobody tried to implement the above ones).
Fortunatly, some new developments have been done in order to compile OSL code for GPUā¦ but for most of what it does, you can do it with nodes; and you could use @LazyDodo 's OSLPy which does a good job turning OSL code to GPU compatible nodes (even for Eevee).
While this is not the best work around for OSL Gpu issue, every subscene can have their own render engine as in cpu vs gpu+osl. You can combine render layers back in the compositor as needed.
Thanks for that. Iām very new to rendering in Blender and usually use Arnold in Max, so bear with me. Iāve imported some Max OSL files and they work as expected. The only issue is that with the āuse OSLā checkbox on the whole system slows down as the CPU maxs out as it keeps āupdating lightsā in the render view and takes quite a while to do so. Better support for OSL - and especially EEVEE support - would be great. Here are the Max .OSLs running in Cycles:
Hi, I like to submit my procedural texture:
Itās a procedural texture that turns any texture into floorboards using UV mapping. The main purpose is to convert any set of pbr timber textures into floorboards. I focused on generating a more random layout of boards, instead of just the standard running bond pattern. This is achieved by offsetting each row by a random amount. The node works by taking the texture, chopping it up according to board size, offsetting each board UV by a random amount thus giving each board a different texture. The node also generates a random value per board so each board can be given a random colour adjustment to generate variation. Another feature I added for archviz purposes is scaling the boards in real-world units. Layout variations can be easily randomised by changing the seed value.
Thank you for your consideration, any and all feedback is very welcome. Thanks!