...
The supported shader annotations are:
string
...
niceName
Specifies the string to use for the shader name in the user interface, when possible.
string tags[n] = { tag1, ... tagN }
Katana-specific
An array of n strings defining tags for the shader. The supported tags are:
surface
...
:
the shader will be considered
...
a surface shader
texture/3d
...
:
the shader will be considered a 3D texture.
hidden
...
:
the shader will not be listed in the create shader node overlay menu.
string maya_typeID
Maya-specific
Specifies the type ID used for the node registration. This is a integer that Maya uses to identify the node type, most notably when saving a scene in the Maya Binary format. Each OSL shader that defines a given shading node type should be assigned a unique type ID. You can chose a value between 0x0000
and 0x007F
, or between 0x7F01
and 0x7FFF
for your shading node type.
The IDs from 0x0000
to 0x7FFF
are reserved for node types that are used internally in a studio. 3Delight for Maya will generate a type ID between 0x0080
and 0x7F00
if no maya_typeID
annotation is provided. You can also request your own reserved node ID range to Autodesk, for free. This is also the recommended solution if you intend to share your nodes with users outside your studio.
You may use any ID between 0x0000
and 0x7FFF
if you always provide the maya_typeID
annotation for every custom OSL shader you define. In this case 3Delight for Maya will never need to generate a type ID.
string maya_classification
Maya-specific
Specifies the Maya shading node classification. The classification affects where the node is presented in the Hypershade tree lister and menus. Some classification types will also change the node creation mechanism to automatically create and connect related nodes - for instance, creating a surface shader will also create and connect a shading group.
The classification string will be prepended with the standard 3Delight shader node classification string so that the nodes are correctly identified as supported shading nodes when the scene is output to the renderer. The classification string can be set to any value, but using one of the following will list the shader in the specified 3Delight category in the HyperShade:
surface
The shading node will be classified as a surface shader and will be listed under 3Delight → Surface in the HyperShade. Upon creation, Maya will create a new shading group and connect this surface shader's outColor
attribute to it. The shader must provide an output color closure parameter that is either named outColor
or mapped to that attribute name using the attribute
or maya_attribute
metadata.
texture/2d
The shading node will be classified as a 2D Texture node and will be listed under 3Delight → 2D Textures in the HypersShade. Upon creation, Maya will automatically create and connect a place2DTexture node to the shader's uvCoord parameter. See UV Coordinate parameter below for details on how to declare such parameter.
texture/3d
The shading node will be classified as a 3D Texture node and will be listed under 3Delight → 3D Textures in the HypersShade. Upon creation, Maya will automatically create and connect a place3DTexture node to the shader's placementMatrix attribute. The OSL shader must provide a matrix input parameter that is either named placementMatrix
or mapped to the placementMatrix
attribute name using the attribute
or maya_attribute
metadata.
utility
The shading node will be classified as a Utility node and will be listed under 3Delight → Utilities.
int maya_generateAETemplate
Maya-specific
Setting this to 0 allows providing a complete custom template using a MEL file, just like any other node. Setting this metadata to 1 (or not specifying it at all) will have 3Delight for Maya generate an Attribute Editor template automatically based on the shader parameters' metadata.
Parameter metadata
Parameter metadata is provided between a parameter's default value and the comma that ends its declaration. For instance:
float i_jitter = 1.0 [[ string maya_name attribute = "jitter" ]],
The supported parameter annotations are:
string
...
attribute
string
...
maya_attribute
string
...
katana_attribute
Specifies the name of the attribute that corresponds to this parameter. There are many reasons to use these attribute - parameter mapping: because the software or OSL imposes restrictions (e.g. an attribute named "color" in Maya, which is a reserved word in OSL), because the shader has different parameter naming conventions than what is expected in the software, or because the required attribute in the software is part of a complex attribute structure that does not have an OSL counterpart.
maya_attribute
is Maya-specific and overrides attribute
, whereas katana_attribute
is Katana-specific and overrides attribute
.
When none of the above metadata are provided, the parameter name is used directly to define the attribute name.
string label
Specifies the label of the widget that controls the attribute.
float min,
float float max
int min,
int int max
Specifies the minimum and maximum values allowed for the attribute. In Katana, this defines the slider range, as an attribute value cannot be bounded.
string niceName
Maya-specific
Specifies the attribute name to use in the user interface, when possible. This will be used in the Maya editors, notably the Node Editor and the Channel Box. It will also be used for the automatically generated Attribute Editor template, unless label
is specified.
string options
This metadata provides extra options for specific widget types. See widget
for details.
string page
Defines the name of a group under which the widget of the attribute will be placed.
float slidermin,
float slidermax
int slidermin,
int slidermax
Specifies the range of of the slider widget that controls the attribute. This is ignored in Katana.
string type
Specifies the type of the attribute related to this shader parameter. By default, the attribute type is derived from the parameter type and the widget type.
bool
Valid for integer shader parameters.
enum
Valid for integer shader parameters. The enumeration list should be set using the options metadata.
message
Maya-specific
Valid for string shader parameters. A message attribute will be created and the connected node's name will be passed as this shader parameter's value.
string widget
Defines the type of widget to control the attribute's value.
checkBox
A check box widget. Implies a boolean attribute type.
filename
A combination of widgets suitable for a filename. This usually consists of a text field and a file browser button, with some extra features depending of the host software.
mapper
An option menu with a list of items that have an associated numeric value. The list of item labels and values are defined using the options
metadata. In Maya, this widget implies an enum attribute, which has an integer value. The enumeration list and values for a type set to enum or a widget set to mapper is expected to be defined using the options
metadata. The expected format is a list of labels, optionally with values, separated by a |
. For instance:
Code Block |
---|
string options = "Euclidean:0|" "Manhattan:1|" "Chebyshev:2|" "Minkowski:3|" |
navigation
A combination of widgets suitable to handle a connection from another node.
null
No widget will be created for this attribute.
popup
An option menu. The selected menu item label is set as the attribute value. This widget works for string shader parameters. The menu items are defined by the options
metadata as a list of labels separated by |
. For instance:
Code Block |
---|
string options = "clamp|black|mirror|periodic" |
maya_colorRamp
maya_floatRamp
else if(meta.name == "options")
else if(meta.name == "widget")
{
index = StringMetadata::widget;
}
else if(meta.name == "niceName")
{
index = StringMetadata::niceName;
}
else if(meta.name == "related_to_widget")
{
index = StringMetadata::relatedToWidget;
}
else if(meta.name == "defaultColorSpace")
...