Sorry for making this post here, I just haven't been able to find a USD community to do this discussion. If there is somewhere better to post, let me know and I'll remove this issue.
I've been tinkering the past few months trying to get a pipeline as follows, in order to practice OSL shader writing, as well as USD with Renderman through hdPrman following Mitch Prater's new book:
USD Python API (with .obj meshes, and osl shaders) > scene.usd > usdview with hdprman running OSL shaders (.osl or .oso) as preview or final surfaces (or even, in the Renderman preview render)
I have not been able to find a configuration that can support this. It appears that usd does not support .osl shaders out of the box, however renderman core (headless) does through their .rib format. Does anyone have any suggestions on how to approach this? And if it is not possible, I'd be more than happy to make some open source contributions to the community. Thank you!
Sorry for making this post here, I just haven't been able to find a USD community to do this discussion. If there is somewhere better to post, let me know and I'll remove this issue.
I've been tinkering the past few months trying to get a pipeline as follows, in order to practice OSL shader writing, as well as USD with Renderman through hdPrman following Mitch Prater's new book:
USD Python API (with .obj meshes, and osl shaders) > scene.usd > usdview with hdprman running OSL shaders (.osl or .oso) as preview or final surfaces (or even, in the Renderman preview render)
I have not been able to find a configuration that can support this. It appears that usd does not support .osl shaders out of the box, however renderman core (headless) does through their .rib format. Does anyone have any suggestions on how to approach this? And if it is not possible, I'd be more than happy to make some open source contributions to the community. Thank you!