Table of Contents

This page provides information about the OSL texture in V- Ray for Blender.

 

Overview


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

For more on OSL in general, see the Github reference.

 

UI Path


 

||Node Editor|| > Add > Textures > OSL Texture

 

Node


 

Internal – Defines an internal text data block to be used.

External – Defines an external .oso/.osl file to be used.

 

 

 

Parameters


 

Alpha From Intensity – Specifies where to take the alpha from.

Bitmap alpha – This is the default setting. With this option selected, V-Ray renders the material the same on both sides. 
Color intensity/luminance – Renders the back side of polygons as invisible for the camera. 
Force opaque – Renders the back side of polygons as invisible to all rays, except shadow rays.

Compatibility – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to Maya:

3ds Max – The resulting alpha of the texture is the intensity of the texture.
Maya – 
The resulting alpha of the texture is the color luminescence.

H – Specifies the height of the texture sector.

Include Path – An alternative include directory.

InvertWhen enabled inverts the colors in final result.

Invert AlphaInverts the alpha channel if Invert is also enabled.

Jitter – The amount of random placement variation.

Output Alpha – Name of the output alpha parameter as declared in the osl shader.

Output Color – Name of the color output parameter as declared in the osl shader.

Placement Type – Select how to place the texture.

Whole texture is valid
Crop
Place

Shader File –Path to the .oso file.

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. 

U – U coordinate of the texture sector. 

UV noise phase – Specifies the UV noise phase. 

UV noise amount – Specifies the UV noise amount.

Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise.

UV noise levels – Specifies the UV noise iterations. 

UV noise on – Enables the noise.  

UV noise size – Specifies the UV noise size. 

V/W – Specifies the V/W coordinate of the texture sector.