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Shader MetadataThe shader metadata must be provided between the shader name and its parameter list. For instance:
Specifies the string to use for the shader name in the user interface, when possible.
An array of n strings defining tags for the shader. The supported tags are:
The shader will be considered a surface shader or a displacement shader, respectively. Tagging a shader with one of these values will have 3Delight for Katana create a Network Shader node along with the surface shader or displacement shader, and connect it appropriately. The tag will also allow the shader to be listed as surface material or displacement material in a Material node. texture/3d The shader will be considered a 3D texture.
The shader will not be listed in the shading node layered menu (shown when pressing the
Maya-specific The IDs from You may use any ID between
Maya-specific 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:
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
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.
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
The shading node will be classified as a Utility node and will be listed under 3Delight → Utilities.
Maya-specific Parameter metadata3D texture will have a 3D placement matrix added automatically in all plug-ins.
The shader will be considered as a 2D texture.
The shader will be considered as a utility node.
The shader will not be listed in the shading node menu. Shader Parameter MetadataShader parameter Parameter metadata is provided between a parameter's default value and the comma that ends its declaration. For instance:
Attribute specification MetadataThe following meta-data metadata provides details that are used when generating the attribute of the shading node that corresponds to a given shader parameter.
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.
When none of the above When this metadata are provided, the parameter name is used directly to define the attribute name. The
Specifies the name of a shader to be connected to this shader parameter when no connection exists. The only supported value is
Maya-specific int skip_init Setting this metadatato 1 will will prevent the attribute value from being passed as a shader parameter value when rendering. Only incoming connections to this attribute will be defined when rendering. This allows passing implicit values to shader parameters, such as:
Specifies the type of the attribute related to this shader parameter. By default
Map the shader parameter to a boolean attribute. Valid for integer shader parameters.
options = "No Operation:0|Multiply:1|Divide:2|Power:3" |
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string lock_op
string lock_left
string lock_right
Katana-specific
Define a lock operator, its left operand and its right operand, respectively. Lock operations allow the gadget to become insensitive or locked when the operator returns true. The various operators are listed here. lock_left
should be set to an attribute name, and lock_right
to a value appropriate for the chosen operator. For example, this would make the gadget of an attribute insensitive when a barnDoor
attribute would not be set to 1:
string lock_left = "barnDoors", string lock_op="notEqualTo", int lock_right=1
float min, float max
int min, int max
Define the minimum and maximum values of a numeric parameter, respectively. When both are defined, the attribute gadget will be made of a numeric field and a slider. In Maya, this configures the attribute with the specified hard minimum and / or maximum value. In Katana, there is no way to enforce minimum or maximum values on attributes. Nevertheless, having a slider shown helps providing information about the parameter's useful range of values. Providing only min
or only max
has no effect in Katana.
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
Specifies the name of a collapsable section that is used to group together related attributes. Nested pages can be defined by setting this metadata to a string containing the path to the given page. For instance:
string page = "Parent Page.Child Page"
float slidermin,
float slidermaxint slidermin,
int slidermax
Specifies the range of of the slider widget that controls the attribute. In Katana, providing only one of slidermin
or slidermax
will have no effect.
int texturefile
This meta-data should be set to 1 for parameters that specify a texture file name.
string widget
Specifies the type of gadget that will show the attribute's value(s). By default, a gadget appropriate for the attribute type is generated. In Maya, matrix attributes are not shown in the Attribute Editor. The following values are supported when it is required to override the default gadget:
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 with a browse button that produces a file browser dialog when clicked.
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. The enumeration list and values is expected to be defined using the options
metadata. Set options to a string containing one or more <label>:<value>
, separated by |
. For example:
string options = "No Operation:0|Multiply:1|Divide:2|Power:3"
navigation
Maya-specific
A combination of widgets suitable to handle a connection from another node. The attribute is shown as a text field displaying the name of the connected node and a "map" button that brings up a windows allowing the user to select the type of a new node to create and connect to this attribute.
newScenegraphLocation
Katana-specific
The attribute will be shown with a gadget suitable for defining a new scene graph location; the created location path is passed as the shader parameter value.
null
No widget will be created for this attribute. Note that the attribute will still be defined.
popup
The string shader parameter will be presented as an option menu with predefined menu items. The menu items are specified by the options
meta-data. Set options
to a string containing the names of the menu items, separated by |
. For example:
string options = "clamp|black|mirror|periodic"
floatRamp
maya_colorRampmaya_floatRamp
The ramp widgets require more than one shader parameters and are explained in a dedicated section.
Getting the texture coordinates
Because retrieving the s
,t
coordinates is a costly process, it is best to centralize this operation in a single shader and share the results with all shaders. For a shader to benefit of this, it may declare a parameter similar to this:
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float uvCoord[2] = { 0, 0 } [[ string default_connection = "uvCoord", string label = "UV Coordinates", string widget = "null" ]], |
Ramp widgets
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This widget is still DCC dependent and is still WIP. The method shown below will work in all DCCs supported (Maya, Katana and Houdini). |
The ramp widgets in Maya and Katana both require 3 different attributes. They also have diverging expectations and features.
Maya-style float ramp widget
Note that The triplet of shader parameters required to present a Maya-style float ramp can be declared as follows:
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float i_value_Position[] = { 0, 1 } [[ string katana_attribute = "value_Knots", string maya_attribute = "value.value_Position", string related_to_widget = "maya_floatRamp", string widget = "null" ]], float i_value_FloatValue[] = { 0, 1 } [[ string katana_attribute = "value_Floats", string maya_attribute = "value.value_FloatValue", string label = "value", string widget = "maya_floatRamp" ]], int i_value_Interp[] = { 1, 1 } [[ string katana_attribute = "value_Interpolation", string attribute = "value.value_Interp", string related_to_widget = "maya_floatRamp", string widget = "null" ]], |
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float i_color_Position[] = { 0, 1 }
[[
string katana_attribute = "color_Knots",
string maya_attribute = "color.color_Position",
string related_to_widget = "maya_colorRamp",
string widget = "null"
]],
color i_color_Color[] = { 0, 1 }
[[
string katana_attribute = "color_Colors",
string maya_attribute = "color.color_Color",
string label = "color",
string widget = "maya_colorRamp"
]],
int i_color_Interp[] = { 1, 1 }
[[
string katana_attribute = "color_Interpolation",
string maya_attribute = "color.color_Interp",
string related_to_widget = "maya_colorRamp",
string widget = "null"
]], |
Maya-Specific
Maya requirues both a typeID and a template file. The following meta-data allow you to to automatically take car of these.
string maya_typeID
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.
int maya_generateAETemplate
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.