TextureOslScript#
(Script)
- Category:
/Texture/OSL
- Default object name:
script
- Inherits from: ProjectItem > TextureOperator > Texture > TextureSpatial > TextureOsl
Description#
Compute an Open Shading Language Shader using a script
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
string |
OSL_shader_script |
VISUAL_HINT_SCRIPT |
Inherited Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
bool |
pass_through |
VISUAL_HINT_DEFAULT |
If checked, the current texture is not evaluated and the value of the attribute selected in Pass Through Attribute is directly forwarded. |
string |
master_input |
VISUAL_HINT_TAG |
Name of the attribute that will be used as output if Pass Through is enabled. |
bool |
invert |
VISUAL_HINT_DEFAULT |
If checked, the texture is inverted. |
double |
opacity |
VISUAL_HINT_PERCENTAGE |
Set the opacity of the texture. |
long |
projection |
VISUAL_HINT_DEFAULT |
Define the projection used to evaluate the texture. |
long |
space |
VISUAL_HINT_DEFAULT |
Define whether the texture is evaluated in 2D or 3D. In 2D space, the texture is stretched along the projection axis whereas in 3D space all components are used. |
long |
axis |
VISUAL_HINT_DEFAULT |
Define the projection axis. |
reference (UvSlot ) |
uv_slot |
VISUAL_HINT_DEFAULT |
Define which UV slot is used when the project mode is set to UV. |
long |
object_space |
VISUAL_HINT_DEFAULT |
Set the space in which the object must be considered when computing the projection. |
string |
reference_positions |
VISUAL_HINT_TAG |
Set the name of the property that contains reference positions of the geometry that have to be used when computing projections. |
string |
uv_property |
VISUAL_HINT_TAG |
Set the name of the property that contains uv's of the geometry that have to be used when computing projections. |
reference (Camera ) |
camera |
VISUAL_HINT_DEFAULT |
Define which camera is used when the texture is in Camera projection mode. |
bool |
camera_occlusion |
VISUAL_HINT_DEFAULT |
When on the texture looks for potential occluder between the sample position and the camera. If no occluder is found the sample gets mapped. |
reference (Group ) |
camera_occluders |
VISUAL_HINT_GROUP |
Define which geometries are occluders when camera occlusion is enabled. By default it uses the 3D layer geometries. |
reference (SceneItem ) |
reference_object |
VISUAL_HINT_DEFAULT |
If an object is selected, the texture will use the object's transformation matrix to compute the texture coordinates. |
double[3] |
projection_translate |
VISUAL_HINT_DISTANCE |
Offset the position of the projection. Enable with Planar, Cylindrical, Spherical, Cubic. |
double[3] |
projection_rotate |
VISUAL_HINT_ANGLE |
Offset the rotation of the projection. Enable with Planar, Cylindrical, Spherical, Cubic. |
double[3] |
projection_scale |
VISUAL_HINT_SCALE |
Offset the scaling of the projection. Enable with Planar, Cylindrical, Spherical, Cubic. |
action |
fit_to_bounding_box |
VISUAL_HINT_DEFAULT |
|
double[3] |
uv_translate |
VISUAL_HINT_DISTANCE |
Offset the UV by the specified values in UVW space. |
double[3] |
uv_rotate |
VISUAL_HINT_ANGLE |
Rotate the UV by the specified values in UVW space. |
double[3] |
uv_scale |
VISUAL_HINT_SCALE |
Scale the UV by the specified values in UVW space. |
action |
force_compilation |
VISUAL_HINT_DEFAULT |
|
reference (Group ) |
geometries |
VISUAL_HINT_GROUP |
Define which geometries to raytrace on. By default it uses the 3D layer geometries. |
long |
rays_type |
VISUAL_HINT_DEFAULT |
Define the type of rays casted during the texture evaluation. |
CID#
class "TextureOslScript" "TextureOsl" {
#version 0.92
icon "../icons/object_icons/osl_script.iconrc"
doc "Compute an Open Shading Language Shader using a script"
attribute_group "shader" {
script "OSL_shader_script" {
filter "OSL"
localizable no
value ""
}
}
}