The OSL code I make is only tested with Isotropix Clarisse. It is thus designed for Y up axis coordinates in mind.
interior_mapping.osl |
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Room mapping with custom depth and horizontal/vertical scale |
4 modular layers, with custom depth and hozizontal/vertical offset |
Global texture flop for the room, individual texture flop for each layers |
Testing texture template included |
Interior mapping was invented by Joost van Dongen.
Thanks to Julius Ihle since I saved quite some time by studying his work.
Inspired by Image Engine tools that were my all time favorites.
combine_color
and combine_float
to come soon.
grade_color.osl |
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Designed to match Nuke's Grade node |
+ some extras that are needed for advanced lookdev |
Pre & Post remap options to avoid extra recurrent nodes use |
grade_float.osl |
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Based on grade_color.osl for float only |
Pre & Post remap options to avoid extra recurrent nodes use |
mask_ramp.osl |
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Create ramp mask based on World/Object position |
Output can be unclamped/clamped to default values/clamped to custom values |
mask_sphere.osl |
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Create spherical mask based on Center/Radius/3 Axis Scale/Feather values |
Output can be unclamped/clamped to default values/clamped to custom values |
Code is never clean enough, settings are never self-exaplanatory enough.
If you have any idea, any issue, feel free to contact me or to submit a commit ;)