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3Delight supports all the required functions to properly run OSL shaders. That being said, the philosophy of writing OSL shaders for 3Delight differs very slightly from other renderers. In a nutshell,  the 3Delight rendering core is organized so that OSL shaders can remain as abstract as possible. For example, it is discouraged (and indeed wrong) to use functions such as backfacing() to write shaders. Also, some shadeops have seen their definition slightly changed to simplify shader writing or to allow 3Delight make a better job at sampling the final image. 


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RGBAdiffusereflectionrefractionemission
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diffuse

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reflection

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refraction

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emission

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Gone is lockgeom

A remnant of the RenderMan way of doing things is the 'lockgeom' parameter which hints of symbolic linking of data defined on the geometry to parameters defined in the shader. From our point of view, this feature is useless, as-is, in the OSL world:

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