I have recently started getting into Shader Writing in OSL (actually rather Pattern Writing just to not get frustrated too quickly :-) ). To start things off I wrote a simple Pattern that lets you create a life 3d mask in your shading network that can be used to alter different shading effects in very particular areas of an object without the need to paint texture masks. On top of that being OSL it should work in any renderer that supports it (e.g. PRMan/RIS, Cycles in Blender, VRay, etc).
One of the worst things to sample for any brute-force ray tracer are specular highlights / reflections with a low roughness in motion blur. Even worse so on fine displacements or bump. And EVEN more worse with lots of small highlights. When all of these things come together sampling these highlights in motionblur is going to become really hard and with conventional methods you will end up having to rely on extemely high AA samples and even then the highlight-streaks will most likely still be dotty… And you won’t make any friends if they have to paint these streaks smooth in Comp :) So during the crunch time of a recent project I was brain storming with some of my collegues how this could potentially be fixed without needing too much samples and I’ve been working on implementing that idea which seems to work quite nicely.
In the process of trying to streamline things a bit more in my day-to-day workflow I have recently been working on a hand-full of small helper tools. One of them is a small set of scripts that handle the conversion of a selection of files to Arnold & RenderMan’s native .tx/.tex files from the filebrowser… because people like the GUI, right? :)