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TextureOslScript

TextureOslScript#

(Script)

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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 ""
        }
    }
}