These images show the results of using the Open Shading Language (OSL) to write a variety of shaders for use with RenderMan for Maya.



Cross

Used in a Shading Network

Shading Network Nodes

OSL Code

cross.osl

Circle

Used in a Shading Network

OSL Code

circle.osl

Donut

Used in a Shading Network

OSL Code

donut.osl

Final Thoughts


I found this project very interesting because in the past with my 3D modeling work the emphasis has been equally on the model and the shaders used on it. I had never done a project solely about the capabilities of shaders before, so this was a fun change. I was especially interested in the way that with OSL you can create very complex shaders that do not rely on imported textures or the subdivisions of the object the shader is on. I was able to try out some different combinations of nodes in my shading network such a ramps and noise, and different combinations of presence and color maps, but in the future I'd like experiment even more with the effects OSL allows you to create, such as bump maps or combining the patterns we created.