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A small but rich language for programmable shading in advanced renderers and other applications

Edit Package OpenShadingLanguage

Open Shading Language (OSL) is a small but rich language for programmable shading in advanced renderers and other applications, ideal for describing materials, lights, displacement, and pattern generation.

OSL was originally developed by Sony Pictures Imageworks for use in its in- house renderer used for feature film animation and visual effects, released as open source so it could be used by other visual effects and animation studios and rendering software vendors. Now it's the de facto standard shading language for VFX and animated features, used across the industry in many commercial and studio- proprietary renderers. Because of this, the work on OSL received an Academy Award for Technical Achievement in 2017.

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Source Files
Filename Size Changed
CC-BY-3.0.txt 0000019467 19 KB
OpenShadingLanguage-1.12.6.2.tar.gz 0020247666 19.3 MB
OpenShadingLanguage.changes 0000011645 11.4 KB
OpenShadingLanguage.spec 0000009328 9.11 KB
Revision 17 (latest revision is 29)
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 1030214 from Stefan Brüns's avatar Stefan Brüns (StefanBruens) (revision 17)
- update to 1.12.6.2:
  For details see
  https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/releases/tag/v1.12.6.2
  * Batch shading: A fully operational "batch shading" support when
    using CPUs supporting the Intel AVX2 or AVX512 instruction set
    architectures, allows shading 8 or 16 points at a time,
    accelerated by using SIMD instructions. (Changes contributed
    by Intel.)
  * OptiX: A reasonable subset of the OSL language can run on
    NVIDIA GPUs for Cuda or OptiX-based renderers.
  * Standardized material closures: Synchronize with MaterialX on
    a minimum standard set of material closures. This is reflected
    in both the OSL spec as well as reference implementations of
    those closures in testrender.
- Remove subpackage with MaterialX shaders. These were already
  deprecated for some time, instead ones from upstream
  MaterialX project should be used.
- Drop upstream 0001-Fix-compatibility-with-LLVM-14.patch
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