OSL
Rotating Texture Space


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Introduction

There are occasions when a shader will not use 's' and 't' directly but will, instead, use rotated copies of them so that a texture map or a procedural pattern can be pivoted around a point defined in texture space - figures 1 and 2.



Figure 1


Figure 2
pivot point s = 0.5, t = 0.5


This tutorial shows how the built-in OSL function rotate() can be used for texture space rotations.


The rotate() Function

The function operates on 3d points.

point outPnt = rotate(point inPnt,  // 3d point to be rotated
                      float angle,  // angle of rotation, in radians
                      point axis0,  // 3d point defining one end of the rotational axis
                      point axis1); // 3d point defining the other end of the rotational axis

To use the rotate() function the 's' and 't' texture coordinates must define two of the three coordinates of a 3d point - listing 1,


Listing 1 (rotateST.osl)


shader
rotateST(float s = 0 [[int lockgeom = 0]],
         float t = 0 [[int lockgeom = 0]],
         float angle = 0,
         float pivot_s = 0.5,
         float pivot_t = 0.5,
    output float resultS = 0,
    output float resultT = 0)
{
/* Use 's' and 't' to define the 'xz' coordinates of a 3d point */
point pntST = point(s, 0, t);
  
/* The rotate function requires 2 points to define an axis of 
   rotation - here represented by the 'y' axis. 'pivot_s' and
   'pivot_t' are the coordinates of the center of rotation.
*/
point p1 = point(pivot_s, 0, pivot_t);
point p2 = point(pivot_s, 1, pivot_t);
point rotatedST = rotate(pntST, radians(angle), p1, p2);
  
resultS = rotatedST[0];
resultT = rotatedST[2];
}


Using rotateST in a Shading Network

A shader that creates a band of color is shown in listing 2. It has two modes of use. Either it creates a pattern using the 't' values it receives from a primvar. Or, if the 'T' parameter is connected it ignores the primvar and uses the values from the connection.



Figure 3
Rollover images showing isconnected() not working and working.


In Rib the shading network might be:

    Pattern "PxrOSL" "rotateST1" "string shader" "rotateST"
            "float angle" 40
            "float pivot_s" 0.5
            "float pivot_t" 0.5
    Pattern "PxrOSL" "band1" "string shader" "band"
            "reference float T" ["rotateST1:resultT"]
            "float t_position" 0.5
            "float t_width" 0.2
            "color patcolor" [0.4 0 0.4]
            "color bakcolor" [1 1 1]
    Bxdf "PxrDisney" "PxrDisney1"
            "reference color baseColor" ["band1:resultRGB"]

Switching from primvar 't' to parameter 'T' depends on detecting if 'T' is connected, hence, the use of the OSL function isconnected(). Unfortunately, the function is broken and will only become operational when RPS 21 is released.


Listing 2 (band.osl)


shader
band(float s = 0 [[int lockgeom = 0]],
     float t = 0 [[int lockgeom = 0]],
     float T = 0 [[string help = "ignored if not connected"]],
     float t_position = 0.5,
     float t_width = 0.2,
     color patcolor = color(0.4,0.0,0.4),
     color bakcolor = color(1,1,1),
    output color resultRGB = 0)
{
float upper = t_position - t_width/2;
float lower = t_position + t_width/2;
  
float tt = (isconnected(T)) ? T : t;
  
if(tt >= upper && tt <= lower)
    resultRGB = patcolor;
else
    resultRGB = bakcolor;
}




© 2002- Malcolm Kesson. All rights reserved.