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	<title>Comments on: Playing with OSL #6: Fake Refraction Parallax</title>
	<atom:link href="http://julius-ihle.de/?feed=rss2&#038;p=2829" rel="self" type="application/rss+xml" />
	<link>http://julius-ihle.de/?p=2829</link>
	<description>LookDev/Lighting TD &#124; Compositor</description>
	<lastBuildDate>Sat, 21 Oct 2023 10:29:53 +0000</lastBuildDate>
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		<title>By: Julius</title>
		<link>http://julius-ihle.de/?p=2829#comment-2879</link>
		<dc:creator><![CDATA[Julius]]></dc:creator>
		<pubDate>Sat, 21 Oct 2023 10:29:53 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2829#comment-2879</guid>
		<description><![CDATA[Hey, thanks for the kind words! 

In fact I was pondering with exactly the same question when I initially wrote the shader... Unfortunately I couldn&#039;t find a proper solution, as I couldn&#039;t find a solution either to modify the mapping of incoming color inputs. I&#039;m not sure if it&#039;s possible in OSL at all. I understand it limits flexibility a bit but it&#039;s the best I could come up with for now... Maybe some day later I will revisit it. :)

Sorry also for the very late reply, I unfortunately had some issues with spam on my site and some comments got lost.

Best,
Julius]]></description>
		<content:encoded><![CDATA[<p>Hey, thanks for the kind words! </p>
<p>In fact I was pondering with exactly the same question when I initially wrote the shader&#8230; Unfortunately I couldn&#8217;t find a proper solution, as I couldn&#8217;t find a solution either to modify the mapping of incoming color inputs. I&#8217;m not sure if it&#8217;s possible in OSL at all. I understand it limits flexibility a bit but it&#8217;s the best I could come up with for now&#8230; Maybe some day later I will revisit it. :)</p>
<p>Sorry also for the very late reply, I unfortunately had some issues with spam on my site and some comments got lost.</p>
<p>Best,<br />
Julius</p>
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	<item>
		<title>By: Andre</title>
		<link>http://julius-ihle.de/?p=2829#comment-1619</link>
		<dc:creator><![CDATA[Andre]]></dc:creator>
		<pubDate>Sun, 20 Aug 2023 09:23:11 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2829#comment-1619</guid>
		<description><![CDATA[Hello Julius,

As always awesome stuff. I actually tested the osl on a character and got some insanely interesting results.

I just wanted know if we could make it work on udim ? I modified the code but I could not get more than 10 udims to be loaded. And when we changed the colorspace in the code, it works but only for a single texture.

And one question, I am not sure but is it slow to load on the farm? Tractor is like waiting one hour to start the render.

Thanks anyway just some questions to see how far we can push it.

Take care.

Andre]]></description>
		<content:encoded><![CDATA[<p>Hello Julius,</p>
<p>As always awesome stuff. I actually tested the osl on a character and got some insanely interesting results.</p>
<p>I just wanted know if we could make it work on udim ? I modified the code but I could not get more than 10 udims to be loaded. And when we changed the colorspace in the code, it works but only for a single texture.</p>
<p>And one question, I am not sure but is it slow to load on the farm? Tractor is like waiting one hour to start the render.</p>
<p>Thanks anyway just some questions to see how far we can push it.</p>
<p>Take care.</p>
<p>Andre</p>
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	<item>
		<title>By: Daniel</title>
		<link>http://julius-ihle.de/?p=2829#comment-1434</link>
		<dc:creator><![CDATA[Daniel]]></dc:creator>
		<pubDate>Fri, 17 Mar 2023 07:18:21 +0000</pubDate>
		<guid isPermaLink="false">http://julius-ihle.de/?p=2829#comment-1434</guid>
		<description><![CDATA[Hey Julius!
Awesome script!
Do you have any idea how to make osl to be able to sample incoming color/texture input as an input, and not texture?
I tried to look into it, and as far as I can tell your solution basically changes the UV coordantes where you sample the saved out texture file. But is it possible to change the functionality to read a color input, look up the modified UV locations on the input? 
This would make it more easier to feed in &quot;in shader&quot; modified textures and maps. 

I tried to look it up in the OSL documentation, but I could&#039;nt figure out a solution, how to look up &quot;not the actively shaded color input pixel&quot; in OSL.]]></description>
		<content:encoded><![CDATA[<p>Hey Julius!<br />
Awesome script!<br />
Do you have any idea how to make osl to be able to sample incoming color/texture input as an input, and not texture?<br />
I tried to look into it, and as far as I can tell your solution basically changes the UV coordantes where you sample the saved out texture file. But is it possible to change the functionality to read a color input, look up the modified UV locations on the input?<br />
This would make it more easier to feed in &#8220;in shader&#8221; modified textures and maps. </p>
<p>I tried to look it up in the OSL documentation, but I could&#8217;nt figure out a solution, how to look up &#8220;not the actively shaded color input pixel&#8221; in OSL.</p>
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