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File: 1722221891539558.jpg (442 KB, 1799x1012)
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What can you do in OSL that you can't do in a shader node graph? Why would you use OSL?
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>>1000240
https://docs.blender.org/manual/en/latest/render/shader_nodes/osl.html
> OSL is different from, for example, RSL or GLSL, in that it does not have a light loop. There is no access to lights in the scene, and the material must be built from closures that are implemented in the renderer itself. This is more limited, but also makes it possible for the renderer to do optimizations and ensure all shaders can be importance sampled.
So it seems like just a limited variant of shaders.
>>
>>1000242
as I understand it, OSL includes a lot of things including lights, but, blender does not implement these things in their version of OSL. Correct me if I am wrong. To do these things you need to modify the blender C++.
>>
a closure is just a built in shader BSDF "node"
regular blender works in the same way where blender provides you with a bunch of BSDFs where you can control the parameters of them, mix and match them and so on, but in both cases you cant change what it does under the hood
really there isnt any advantage to it
>>
>>1000298
>really there isnt any advantage to it
I always thought that with OSL you could inject outside functions into your shading from other libraries not included with blender and also use things like for loops and if statements
>>
>>1000319
It's probably best to grab a fully open-ended 3rd party renderer like MALT to do that
https://malt3d.com/
>>
>>1000323
I don't need to introduce some no name software / malware onto my carefully constructed $5k+ machine.
>>
>>1000324
It's probably the most popular alt renderer for Blender. It feels a bit janky at first though, like, it's running some python and opens an empty cmd side window to do some internal stuff.
>>
>>1000327
definitely not downloading that crap



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