code-google-com / openshadinglanguage

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Introduction

Welcome to Open Shading Language!

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 developed by Sony Pictures Imageworks for use in its in-house renderer used for feature film animation and visual effects. The language specification was developed with input by other visual effects and animation studios who also wish to use it.

OSL is distributed under the "New BSD" license (see the "LICENSE" file that comes with the distribution). In short, you are free to use it in your own applications, whether they are free or commercial, open or proprietary, as well as to modify the OSL code as you desire, provided that you retain the original copyright notices as described in the license.

How OSL is different

OSL has syntax similar to C, as well as other shading languages. However, it is specifically designed for advanced rendering algorithms and has features such as radiance closures, BSDFs, and deferred ray tracing as first-class concepts.

OSL has several unique characteristics not found in other shading languages (certainly not all together). Here are some things you will find are different in OSL compared to other languages:

What OSL consists of

The OSL open source distribution consists of the following components:

Building OSL

Please see the "INSTALL" file in the OSL distribution for instructions for building the OSL source code.

Current state of the project and road map

At Sony Pictures Imageworks, OSL has been integrated into our renderer and pipeline, the Shading department has recoded nearly all the facility shaders in OSL, and we have two major visual effects films in progress using OSL excludsively. (Details to be announced later.) Benchmarks are consistently showing OSL shaders outperforming the old C shaders that they replaced.

What's missing? Here are a number of things that we wish had been included in the first public release of the code but are not ready yet, we promise that we are working on them and within a few weeks they will no longer be issues:

In the longer term, there are a number of projects we hope to get to leading to a 2.x or 3.x cut of the language and library. Among our long-term goals:

We (the renderer development team at Sony Pictures Imageworks) probably can't do these all right away (in fact, probably can't do ALL of them in any time range). But we hope that as an open source project, other users and developers will step up to help us explore more future development avenues for OSL than we would be able to do alone.

Contacts

OSL home page at SPI: http://opensource.imageworks.com/?p=osl

OSL GitHub page: https://github.com/imageworks/OpenShadingLanguage

OSL project page at Google Code: http://code.google.com/p/openshadinglanguage

Read or subscribe to the OSL development mail list:
http://groups.google.com/group/osl-dev

Email the lead architect: lg AT imageworks DOT com

Credits

The main developers of OSL are (in order of joining the project):

Larry Gritz
Cliff Stein
Chris Kulla
Alejandro Conty
Jay Reynolds
Solomon Boulos

We cannot possibly express sufficient gratitude to the managers at Sony Pictures Imageworks who allowed this project to proceed, supported it wholeheartedly, and permitted us to release the source, especially Rob Bredow, Brian Keeney, Barbara Ford, and Rene Limberger.

Huge thanks also go to the crack shading team at SPI, and the brave lookdev TDs and CG supes willing to use OSL on their shows. They served as our guinea pigs, inspiration, testers, and a fantastic source of feedback. Thank you, and we hope we've been responsive to your needs.

OSL was not developed in isolation. We owe a debt to the individuals and studios who patiently read early drafts of the language specification and gave us very helpful feedback and additional ideas. (I hope to mention them by name after we get permission of the people and studios involved.)

The OSL implementation incorporates or depends upon several other open source packages:

OpenImageIO (c) Larry Gritz, et al. http://www.openimageio.org Boost - various authors http://www.boost.org IlmBase (c) Industrial Light & Magic. http://www.openexr.com LLVM Compiler Infrastructure http://llvm.org