Procedural Shaders in OSL
11月 07, 2023
While learning Open Shader Language for Katana, I got carried away and wrote a raymarching engine in a shader. I used it to render all the fractals, including the correct camera perspective. I was hoping to render the entire scene (including fractals) without leaving Houdini, but there isn't OSL script support in Karma XPU yet. Instead, I rendered the fractals in Blender and reprojected them in Houdini. The rest of the animation was rendered with Karma XPU.
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