--- name: OSL filename: learnosl.osl contributors: - ["Preetham Pemmasani", "https://github.com/Preetham-ai"] --- OSL (Open Shading Language) is a programming language designed by Sony for Arnold Renderer used for creating shaders. [Read more here.](https://raw.githubusercontent.com/imageworks/OpenShadingLanguage/master/src/doc/osl-languagespec.pdf) ```c // Single-line comments start with // /* Multi line comments are preserved. */ // Statements can be terminated by ; divide(1,2); /////////////// // 1. Basics // /////////////// // Declating variables color Blue; // Initializing a variable int _num = 3; float Num = 3.00; float c[3] = {0.1, 0.2, 3.14}; // Array // Math works as you would expect 3 + 1; // 4 74 - 3; // 71 20 * 2; // 40 75/3; // 25.0 // And modulo division only works with integers 10 % 2; // 0 31 % 4; // 1 // Bitwise operations only works with integers - 0 // 1 (Unary Negation) ~ 00100011 // 11011100 (bitwise Compliment) 1 << 2; // 4 (shift Left) 12 >> 1; // 3 (shift Right) 1 & 0; // 0 (bitwise AND) 1 | 0; // 1 (bitwise OR) 1 ^ 1; // 0 (bitwise XOR) // We also have booleans true; false; // Booleans can't be compared to integers true == 1 // Error false == 0 // Error // Negation uses the ! symbol !0; // 1 !1; // 0 !2; // 0 //... and so on // Relation Operators are defined like: 0 == 0 // true (equal to) 0 != 1 // true (not equal to) 5 < 3 // false (less then) 3 <= 3 // true (less than or equal to) 69 > 69 // false (greater than) 99 >= 52 // true (greater than or equal) // Functions are same as C and C++ float sum(float a, float b){ return a+b; } int subtract(int a, int b){ return a-b; } sum(2,3); // 5 //////////////// // 2. Shaders // //////////////// // Shaders explain the custom behavior of materials and light // Shader's syntax is similar to the main function in C // The inputs and the outputs should be initialized to default types shader multiply(float a = 0.0, float b = 0.0, output float c = 0.0){ c = a*b; } // Double brackets[[ ]] is used to classify metadata of a shader surface plastic [[ string help = "Realistic wood shader" ]] ( color Plastic = color (0.7, 0.5, 0.3) [[ string help = "Base color" ]], float Reflectivity = 0.5 [[ float min = 0, float max = 1 ]], ){...} /////////////////////////////////////// // Metadata Types /////////////////////////////////////// [[ string label = "IOR" ]] // Display-name in UI of the parameter [[ string help = "Change Refractive Index" ]] // Info about the parameter [[ string help = "widget" // Gives widgets to input the parameter string widget = "number" ]] // input float or int string widget = "string" ]] // String input string widget = "boolean" ]] // yes/no (or) 1/0 string widget = "popup", options = "smooth|rough" ]] // Drop-down list // enum Drop-down list can also be made string widget = "mapper", options = "smooth:0|rough:1" ]] string widget = "filename" ]] // Input files externally string widget = "null" ]] // null input [[ float min = 0.0 ]] // Minimum value of parameter [[ float max = 0.5 ]] // Maximum value of parameter [[ int slider = 3.0 // Adds a slider as an input int slidermin = -1]] // minimum value of the slider int slidermax = 3]] // maximum value of the slider int slidercenter = 2]] // origin value of the slider [[ float sensitivity = 0.5 ]] // step size for incrementing the parameter [[ string URL = www.example.com/ ]] // URL of shader's documentation // There are different types of shaders /* Surface shaders determine the basic material properties of a surface and how it reacts to light */ // Light shaders are a type of SURFACE shaders used for emissive objects. // Displacement shaders alter the geometry using position and normals. // Volume shaders adds a medium like air/smoke/dust into the scene. volume multiply(float a = 0.0, float b = 0.0, output float c = 0.0){ c = 2*a+b; } //////////////////////////////////////// // 3. Data Types and Global Variables // //////////////////////////////////////// // Data Types // 1. The void type indicates a function that doesn't return any value // 2. int (Integer) int x = -12; // Minimum size of 32-bits int new2 = 0x01cf; // Hexadecimal can also be specified /////////////////////////////////////// // Order of Evaluation /////////////////////////////////////// // From top to bottom, top has higher precedence //--------------------------// // Operators // //--------------------------// // int++, int-- // // ++ int --int - ~ ! // // * / % // // + - // // << >> // // < <= > >= // // == != // // & // // ^ // // | // // && // // || // // ?: // // = += -= *= /= // //--------------------------// // 3. float (Floating-point number) float A = 2.3; // minimum IEEE 32-bit float float Z = -4.1e2; // Z = -4.1 * 10^2 // Order of evaluation is similar to int. // Operations like ( ~ ! % << >> ^ | & && || ) aren't available in float // 4. string // The syntax is similar to C string new = "Hello World"; // some Special characters: /* '\"'; // double quote '\n'; // newline character '\t'; // tab character (left justifies text) '\v'; // vertical tab '\\'; // back slash '\r'; // carriage return '\b'; // backspace character */ // Strings are concatenated with whitespace "Hello " "world!"; // "Hello world!" // concat function can also be used string concat ("Hello ","World!"); // "Hello world!" // printf function is same as C int i = 18; printf("I am %d years old",i); // I am 18 years old // String functions can alse be used int strlen (string s); // gives the length of the string int len = strlen("Hello, World!"); // len = 13 // startswith returns 1 if string starts with prefix, else returns 0 int starts = startswith("The quick brown fox", "The"); // starts = 1 // endswith returns 1 if string starts with suffix, else returns 0 int ends = endswith("The quick brown fox", "fox"); // ends will be 1 // 5. color (Red, Green, Blue) color p = color(0,1,2); // black color q = color(1); // white ( same as color(1,1,1) ) color r = color("rgb", 0.23, 0.1, 0.8); // explicitly specify in RGB color s = color("hsv", 0.23, 0.1, 0.8); // specify in HSV // HSV stands for (Hue, Saturation, Luminance) // HSL stands for (Hue, Saturation, Lightness) // YIQ, XYZ and xyY formats can also be used // We can also access the indivudual values of (R,G,B) float Red = p[0]; // 0 (access the red component) float Green = p[1]; // 1 (access the green component) float Blue = p[2]; // 2 (access the blue component) // They can also be accessed like this float Red = p.r; // 0 (access the red component) float Green = p.g; // 1 (access the green component) float Blue = p.b; // 2 (access the blue component) // Math operators work like this with decreasing precedence color C = (3,2,3) * (1,0,0); // (3, 0, 0) color D = (1,1,1) * 255; // (255, 255, 255) color E = (25,5,125) / 5; // (5, 1, 25) color F = (30,40,50) / (3,4,5); // (10, 10, 10) color A = (1,2,3) + (1,0,0); // (2, 2, 3) color B = (1,2,3) - (1,0,0); // (0, 2, 3) // Operators like ( - == != ) are also used // Color Functions color blackbody (1500) // Gives color based on temperature (in Kelvin) float luminance (0.5, 0.3, 0.8) // 0.37 gives luminance cd/m^2 // Luminance is calculated by 0.2126R+0.7152G+0.0722B color wavelength color (700) // (1, 0, 0) Gives color based on wavelength color transformc ("hsl", "rgb") // converts one system to another // 6. point (x,y,z) is position of a point in the 3D space // 7. vector (x,y,z) has length and direction but no position // 8. normal (x,y,z) is a special vector perpendicular to a surface // These Operators are the same as color and have the same precedence L = point(0.5, 0.6, 0.7); M = vector(30, 100, 70); N = normal(0, 0, 1); // These 3 types can be assigned to a coordinate system L = point("object", 0.5, 0.6, 0.7); // relative to local space M = vector("common", 30, 100, 70); // relative to world space // There's also ("shader", "world", "camera", "screen", "raster", "NDC") float x = L[0]; // 0.5 (access the x-component) float y = L[1]; // 0.6 (access the y-component) float z = L[2]; // 0.7 (access the z-component) // They can also be accessed like this float x = M.x; // 30 (access the x-component) float y = M.y; // 100 (access the y-component) float z = M.z; // 70 (access the z-component) float a = dot ((1,2,3), (1,2,3)); // 14 (Dot Product) vector b = cross ((1,2,3), (1,2,3)); // (0,0,0) (Cross Product) float l = length(L); // 1.085 (length of vector) vector normalize (vector L); // (0.460, 0.552, 0.644) Normalizes the vector point p0 = point(1, 2, 3); point p1 = point(4, 5, 6); point Q = point(0, 0, 0); // Finding distance between two points float len = distance(point(1, 2, 3), point(4, 5, 6)); // 5.196 // Perpendicular distance from Q to line joining P0 and P1 float distance (point P0, point P1, point Q); // 2.45 // 9. matrix // Used for transforming vectors between different coordinate systems. // They are usually 4x4 (or) 16 floats matrix zero = 0; // makes a 4x4 zero matrix /* 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 */ matrix ident = 1; // makes a 4x4 identity matrix /* 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 */ matrix m = 7; // Maked a 4x4 scalar matrix with scaling factor of 7 /* 7.0, 0.0, 0.0, 0.0, 0.0, 7.0, 0.0, 0.0, 0.0, 0.0, 7.0, 0.0, 0.0, 0.0, 0.0, 7.0 */ float x = m[1][1]; // 7 // matrices can be constructed using floats in row-major order // matrices are usually 4x4 with 16 elements matrix myMatrix = matrix(1.0, 0.0, 0.0, 0.0, // Row 1 0.0, 2.0, 0.0, 0.0, // Row 2 0.0, 0.0, 3.0, 0.0, // Row 3 0.0, 0.0, 0.0, 4.0); // Row 4 // matrix transformations are easy to implement matrix a = matrix ("shader", 1); // converted shader to common matrix m = matrix ("object", "world"); // converted object to world // Operations that can be used with decreasing precedence are: // ( - * / == !=) float determinant (matrix M) // 24 (returns the determinant of the matrix) float transpose (matrix M) // returns the transpose of the matrix /* 1.0, 0.0, 0.0, 0.0, 0.0, 2.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 4.0 */ // 10. array // Arrays in OSL are similar to C float a[5]; // initialize array a with size 5 int b[3] = {90,80,70}; // declare array with size 3 int len = arraylength(b); // 3 int f = b[1]; // 80 float anotherarray[3] = b; // arrays can be copied if same type // 11. struct (Structures) // Structures in OSL are similar to C and C++. struct RGBA { // Defining a structure color rgb; float alpha; }; RGBA col; // Declaring a structure RGBA b = { color(0.1, 0.2, 0.3), 1 }; // Can also be declared like this r.rgb = color (1, 0, 0); // Assign to one field color c = r.rgb; // Read from a structure field // 12. closure // Closure is used to store data that aren't considered when it executes. // It cannot be manipulated or read. // A null closure can always be assigned. // OSL currently only supports color as their closure. // A few examples of closures are: // Diffuse BSDF closures: closure color oren_nayar_diffuse_bsdf(normal N, color alb, float roughness) closure color burley_diffuse_bsdf(normal N, color alb, float roughness); // Dielectric BSDF closure: closure color dielectric_bsdf(normal N, vector U, color reflection_tint, color transmission_tint, float roughness_x, float roughness_y, float ior, string distribution); // Conductor BSDF closure: closure color conductor_bsdf(normal N, vector U, float roughness_x, float roughness_y, color ior, color extinction, string distribution); // Generalized Schlick BSDF closure: closure color generalized_schlick_bsdf(normal N, vector U, color reflection_tint, color transmission_tint, float roughness_x, float roughness_y, color f0, color f90, float exponent, string distribution); // Translucent BSDF closure: closure color translucent_bsdf(normal N, color albedo); // Transparent BSDF closure: closure color transparent_bsdf(); // Subsurface BSSRDF closure: closure color subsurface_bssrdf(); // Sheen BSDF closure: closure color sheen_bsdf(normal N, color albedo, float roughness); // Anisotropic VDF closure: (Volumetric) closure color anisotropic_vdf(color albedo, color extinction, float anisotropy); // Medium VDF closure: (Volumetric) closure color medium_vdf(color albedo, float transmission_depth, color transmission_color, float anisotropy, float ior, int priority); closure color uniform edf(color emittance); // Emission closure closure color holdout(); // Holdout Hides objects beneath it // BSDFs can be layered using this closure closure color layer (closure color top, closure color base); // Global Variables // Contains info that the renderer knows // These variables need not be declared point P // Position of the point you are shading vector I // Incident ray direction from viewing position to shading position normal N // Normal of the surface at P normal Ng // Normal of the surface at P irrespective of bump mapping float u // UV 2D x - parametric coordinate of geometry float v // UV 2D y - parametric coordinate of geometry vector dPdu // change of P with respect to u tangent to the surface vector dPdv // change of P with respect to v tangent to the surface float time // Current time float dtime // Time covered vector dPdtime // change of P with respect to time ///////////////////// // 4. Control flow // ///////////////////// // Conditionals in OSL are just like in C or C++. // If/Else if (5>2){ int x = s; int l = x; } else{ int x = s + l; } // 'while' loop int i = 0; while (i < 5) { i += 1; printf("Current value of i: %d\n", i); } // 'do-while' loop is where test happens after the body of the loop int i = 0; do { printf("Current value of i: %d\n", i); i += 1; } while (i < 5); // 'for' loop for (int i = 0; i < 5; i += 1) { printf("Current value of i: %d\n", i); } ///////////////////// // 5. Functions // ///////////////////// // Math Constants M_PI // π M_PI_35 // π/35 m_E // e M_LN2 // ln 2 M_SQRT2 // √2 M_SQRT1_2 // √(1/2) // Geometry Functions vector N = vector(0.1, 1, 0.2); // Normal vector vector I = vector(-0.5, 0.2, 0.8); // Incident vector // Faceforward tells the direction of vector vector facing_dir = faceforward(N, I); // facing_dir = (-0.5, 0.2, 0.8) // faceforward with three arguments vector ref = vector(0.3, -0.7, 0.6); // Reference normal facing_dir = faceforward(N, I, ref); // facing_dir = (0.5, -0.2, -0.8) // reflect gives the reflected vector along normal vector refl = reflect(I, N); // refl = (-0.7, -0.4, 1.4)\ // refract gives the refracted vector along normal float ior = 1.5; // Index of refraction vector refr = refract(I, N, ior); // refr = (-0.25861, 0.32814, 0.96143) /* Fresnel computes the Reflection (R) and Transmission (T) vectors, along with the scaling factors for reflected (Kr) and transmitted (Kt) light. */ float Kr, Kt; vector R, T; fresnel(I, N, ior, Kr, Kt, R, T); /* Kr = 0.03958, Kt = 0.96042 R = (-0.19278, -0.07711, 0.33854) T = (-0.25861, 0.32814, 0.96143) */ // Rotating a point along a given axis point Q = point(1, 0, 0); float angle = radians(90); // 90 degrees vector axis = vector(0, 0, 1); point rotated_point = rotate(Q, angle, axis); // rotated_point = point(0, 1, 0) // Rotating a point along a line made by 2 points point P0 = point(0, 0, 0); point P1 = point(1, 1, 0); angle = radians(45); // 45 degrees Q = point(1, 0, 0); rotated_point = rotate(Q, angle, P0, P1); // rotated_point = point(0.707107, 0.707107, 0) // Calculating normal of surface at point p point p1 = point(1, 0, 0); // Point on the sphere of radius 1 vector normal1 = calculatenormal(p1); // normal1 = vector(1, 0, 0) // Transforming units is easy float transformu ("cm", float x) // converts to cm float transformu ("cm", "m", float y) // converts cm to m // Displacement Functions void displace (float 5); // Displace by 5 amp units void bump (float 10); // Bump by 10 amp units // Noise Generation type noise (type noise (string noisetype, float u, float v, ...)); // noise type noise (string noisetype, point p,...); // point instead of coordinates /* some noises are ("perlin", "snoise", "uperlin", "noise", "cell", "hash" "simplex", "usimplex", "gabor", etc) */ // Noise Names // 1. Perlin Noise (perlin, snoise): // Creates smooth, swirling noise often used for textures. // Range: [-1, 1] (signed) color cloud_texture = noise("perlin", P); // 2. Simplex Noise (simplex, usimplex): // Similar to Perlin noise but faster. // Range: [-1, 1] (signed) for simplex, [0, 1] (unsigned) for usimplex float bump_amount = 0.2 * noise("simplex", P * 5.0); // 3. UPerlin Noise (uperlin, noise): // Similar to peril // Range: [0, 1] (unsigned) color new_texture = noise("uperlin", P); // 4. Cell Noise (cell): // Creates a blocky, cellular and constant values within each unit block // Range: [0, 1] (unsigned) color new_texture = noise("cell", P); // 5. Hash Noise (hash): // Generates random, uncorrelated values at each point. // Range: [0, 1] (unsigned) color new_texture = noise("hash", P); // Gabor Noise (gabor) // Gabor Noise is advanced version of Perin noies and gives more control // Range: [-1, 1] (signed) // Gabor Noise Parameters // Anisotropic (default: 0) // Controls anisotropy: // 0: Isotropic (equal frequency in all directions) // 1: Anisotropic with user-defined direction vector (defaults to (1,0,0)) /* 2: Hybrid mode,anisotropic along direction vector but radially isotropic perpendicularly. */ // Direction (default: (1,0,0)) // Specifies the direction of anisotropy (used only if anisotropic is 1). // bandwidth (default: 1.0) // Controls the frequency range of the noise. // impulses (default: 16) // Controls the number of impulses used per cell, affecting detail level. // do_filter (default: 1) // Enables/disables antialiasing (filtering). result = noise( "gabor", P, "anisotropic", anisotropic, "direction", direction, "bandwidth", bandwidth, "impulses", impulses, "do_filter", do_filter ); // Specific noises can also be used instead of passing them as types // pnoise is periodic noise float n1 = pnoise("perlin", 0.5, 1.0); // 2D periodic noise with Gabor type float n2 = pnoise("gabor", 0.2, 0.3, 2.0, 3.0); // 2D non-periodic simplex noise float n3 = snoise(0.1, 0.7); // 2D periodic simplex noise type psnoise (float u, float v, float uperiod, float vperiod); float n4 = psnoise(0.4, 0.6, 0.5, 0.25); // 2D cellular noise float n5 = cellnoise(0.2, 0.8); // 2D hash noise int n6 = hash(0.7, 0.3); // Step Function // Step Functions are used to compare input and threshold // The type may be of float, color, point, vector, or normal. type step (type edge, type x); // Returns 1 if x ≥ edge, else 0 color checker = step(0.5, P); // P is a point on the surface /* Pixels with P values below 0.5 will be black, those above or equal will be white */ float visibility = step(10, distance(P, light_position)); // Light is fully visible within 10 units, completely invisible beyond type linearstep (type edge0, type edge1, type x); /* Linearstep Returns 0 if x ≤ edge0, and 1 if x ≥ edge1, with linear interpolation */ color gradient = linearstep(0, 1, P); // P is a point on the surface between 0 and 1 // Color will graduate smoothly from black to white as P moves from 0 to 1 float fade = linearstep(0.85, 1, N.z); // N.z is the z-component // Object edges with normals close to vertical (N.z near 1) will fade out type smoothstep (type edge0, type edge1, type x); /* smoothstep Returns 0 if x ≤ edge0, and 1 if x ≥ edge1, with Hermite interpolation */ float soft_mask = smoothstep(0.2, 0.8, noise(P)); /* noise(P) is a noisy value between 0 and 1. soft_mask will vary smoothly between 0 and 1 based on noise(P), with a smoother curve than linearstep */ // Splines // Splines are smooth curves based on a set of control points /* The type of interpolation ranges from "catmull-rom", "bezier", "bspline", "hermite", "linear", or "constant" */ // Spline with knot vector float[] knots = {0, 0, 0, 0.25, 0.5, 0.75, 1, 1, 1}; point[] controls = {point(0),point(1, 2, 1),point(2, 1, 2),point(3, 3, 1)}; spline curve1 = spline("bezier", 0.5, len(knots), controls); // curve1 is a Bezier spline evaluated at u = 0.5 // Spline with control points spline curve2 = spline("catmull-rom", 0.25, point(0, 0, 0), point(1, 2, 1), point(2, 1, 2), point(3, 3, 1)); // curve2 is a Catmull-Rom spline evaluated at u = 0.25 // Constant spline with a single float value float value = 10; u = 0.1; spline curve5 = spline("constant", u, value); // curve5 is a constant spline with value 10 evaluated at u = 0.1 // Hermite spline with point and vector controls point q0 = point(0, 0, 0), q1 = point(3, 3, 3); vector t0 = vector(1, 0, 0), t1 = vector(-1, 1, 1); u = 0.75; spline curve3 = spline("hermite", u, q0, t0, q1, t1); // curve3 is a Hermite spline evaluated at u = 0.75 // Linear spline with float controls float f0 = 0, f1 = 1, f2 = 2, f3 = 3; u = 0.4; spline curve4 = spline("linear", u, f0, f1, f2, f3); // curve4 is a linear spline evaluated at u = 0.4 // InverseSplines also exist // Inverse spline with control values float y0 = 0, y1 = 1, y2 = 2, y3 = 3; float v = 1.5; float u1 = splineinverse("linear", v, y0, y1, y2, y3); // u1 = 0.5 (linear interpolation between y1 and y2) // Inverse spline with knot vector float[] knots = {0, 0, 0, 0.25, 0.5, 0.75, 1, 1, 1}; float[] values = {0, 1, 4, 9}; v = 6; float u2 = splineinverse("bezier", v, len(knots), values); // u2 = 0.75 (Bezier spline inverse evaluated at v = 6) // Inverse spline with constant value v = 10; float u3 = splineinverse("constant", v, 10); // u3 = 0 (since the constant spline always returns 10) // Inverse spline with periodic values float y4 = 0, y5 = 1, y6 = 0; v = 0.5; float u4 = splineinverse("periodic", v, y4, y5, y6); // u4 = 0.75 (periodic spline inverse evaluated at v = 0.5) // Calculus Operators // Partial derivative of f with respect to x, y and z using Dx, Dy, Dz float a = 3.14; float dx = Dx(a); // partial derivative of a with respect to x point p = point(1.0, 2.0, 3.0); vector dp_dx = Dx(p); // partial derivative of p with respect to x vector dv_dy = Dy(N); // partial derivative of normal with respect to y color c = color(0.5, 0.2, 0.8); color dc_dz = Dz(c); // partial derivative of c with respect to z float area (point p) // gives the surface area at the position p float filterwidth (float x) // gives the changes of x in adjacent samples // Texture Functions // lookup for a texture at coordinates (x,y) color col1 = texture("texture.png", 0.5, 0.2); // Lookup color at (0.5, 0.2) in texture.png // 3D lookup for a texture at coordinates (x,y) color col3 = texture3d("texture3d.vdb", point(0.25, 0.5, 0.75)); // parameters are ("blur","width","wrap","fill","alpha","interp", ...) color col2 = texture("texture.png",1.0,0.75,"blur",0.1,"wrap", "periodic"); // Lookup color at (1.0, 0.75) with blur 0.1 and periodic wrap mode // Light Functions float surfacearea (); // Returns the surface area of area light covers int backfacing (); // Outputs 1 if the normals are backfaced, else 0 int raytype (string name); // returns 1 if the ray is a particular raytype // Tracing a ray from a position in a direction point pos = point(0, 0, 0); // Starting position of the ray vector dir = vector(0, 0, 1); // Direction of the ray int hit = trace(pos, dir); // returns 1 if it hits, else 0 ``` ### Further reading * [Blender Docs for OSL](https://docs.blender.org/manual/en/latest/render/shader_nodes/osl.html) * [C4D Docs for OSL](https://docs.otoy.com/cinema4d//OpenShadingLanguageOSL.html) * Open Shading Language on [GitHub](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage) * [Official OSL Documentation](https://open-shading-language.readthedocs.io/en/main/)