This page provides information on the V-Ray OSL Map.

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Overview


 

The VRayTexOSL texture map can be used to load OSL shader code files (.osl) or OSL object code files (.oso) and render them directly with V-Ray. The VRayTexOSL node can be used with shaders that have simple color and float output parameters. These parameters are considered respectively as texture RGB and alpha outputs.

If the shader file describes a material (rather than a texture) and writes its result in an output closure color parameter, it is advised to use the VRayMtlOSL material. Otherwise the texture map would not evaluate the materials and would be rendered black. 

 

 

UI Paths


 

 

||Hypershade|| > Create panel > VRay section > 2D Textures > VRay Tex OSL

 ||Create Render Node|| > VRay section > 2D Textures > VRay Tex OSL

 

 

Basic Parameters


 

 

Shader File Name – Specifies the .glsl, .frag, or .pfrag file which contains the shader code.

Recreate attributes – Reloads the shader and recreate its parameters.

Viewport color – Specifies the diffuse component of the material used in the viewport shading.

Max Ray Depth – Specifies the maximum reflection/refraction depth for the shader.

Closure Output  – Specifies the closure color source for the materials's output. The built-in output closure color parameter  Ci  is selected by default.

 

Shader Attributes


This section holds all parameters found in the shader itself and can be edited from here.


 

Notes


  • The VRayTexOSL texture automatically compiles OSL shaders to object code (OSO format) upon shader selection. No following compilations occur (even at render events). If the loaded OSL shader is modified click the Recreate attributes button for your changes to take effect.

  • An OSL compiler that translates *.osl files to *.oso files can be found in the tools subdirectory of V-Ray's root installation folder.

 

References